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Amazing artwork.

I do like that the grazing dynamic is so explicitly stated from the start; especially like that visually the ship indicates when a bomb is ready. I don't remember many shmups (I played) that did that.

Now, I don't know what era of retro aesthetics is being emulated (definitely pre-Dreamcast) but I feel the SFX is probably the weakest bit. They felt unfitting, if not undercooked or completely absent in places I'd expect audio feedback.

Lastly, and do call me old-school, but I'd still prefer if the game world was presented in 4x3 tate. The narrow viewport just feels way too restrictive.

Overall, for what it is, a decent little gamejam demo. 👍

(+1)

Thank you! I love getting feedback from people into shmups.

SFX is generally my weakest area, I'm usually grabbing them from "8 bit" sound packs and they were added pretty late. And I'm sure that meshes oddly with a soundtrack that's using real instruments. I didn't have a target era, but I'm mostly emulating Cho Ren Sha 68k.

I honestly didn't expect this to reach anyone who knows what tate is, lol. Cutscene panels would be lost, but I'm sure Godot has an easy way to rotate the viewport. 

Y'know I ended up making it a little narrow just to give more room for the artwork on the sides. But now that I'm looking at it again, I could probably shave a few pixels off for that extra space. I'll definitely consider that for the post-jam updates!