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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!

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[…] I'm mostly emulating Cho Ren Sha 68k

Now that you named it, I can definitely see a bit of its design influence.

I've only recently delved deeper into analysis of "vertical shooter" design. Quite an interesting subject, especially considering I never gave its dynamics much thought back in the day. If you plan on expanding the demo (and haven't done so already) consider looking up some video essays by Lazy Dev (and their guests) covering shmups design. I'd also refer you to shmups(dot)com forums, but that may be «really» too old-school. 😅

edit: Oh, and good luck in the jam!