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A member registered Jun 28, 2016 · View creator page →


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Good to hear. Didn't test the multiplayer because I'm friendless and don't have 4 hands, but it sounds like it could be neat, if a bit clusterfuckey.

No new demo this time, not sure if I'll do another one because adding stage 3 would mean more than half the game is in the demo, but we'll see in the coming months. I did update the dd16 build with rebindable controls and a JP translation (More news coming from that soon here...) if you didn't see that.

Good to see this keep at it, as usual.

Unfortunately I think something borked between versions because the game seems to think my controller's constantly pressing left (unless it's pressing right) even after I've unplugged it. Keyboard controls work fine but are sub optimal for this sort of game.

Frankly it's getting hard to remember what was in the last few versions and what wasn't, but I appreciate notguts and friends getting animation little by little and more and more upgrades getting added in. Combat feels great and weighty as always, just needs animation to give more celerity to everything (and quit it with the screen shake, save that for when it really matters!).

Finally, the most anticipated shmup since 'Mars Matrix 2:We're not on mars anymore', 'Cho Aniki One', and some chump game called 'Shmoop 2'.

In a brave move, this game dosn't have a framerate limit, so the faster your processor the harder it gets! Finally, my I7 and 144hz monitor come in handy to enjoy the game at a silky smooth 'way too fast' fps.  However the gimick is far too strong, rendering the game fairly easy as I got to the end of stage 2 without dying on my first run after quick mastery of the systems. The game is heavily inspired by 3D Mark series and the example project in Danmakufu, witch leads to a fresh and unique style of bullet vomit and framerate that swings lower than than Gogem's patreon account on the Dreamcast version.

While flawed, the game is enjoyable for roughly as long as it took to write this review. 7/10, god was only the 2nd boss.

(Edited 1 time)

Are you strictly looking for VR games or are more traditional ones up for consideration? My game, Devil Engine is very similar to (and very inspired by) by some of the other games Mugen published.

Thanks for playing!

I'll look in to the burst not working (You might've just been using it the same frame a bullet hit you?) and the sound breaking. A lot of the other bugs I know about (leaning on walls and restarting being weird in general) but were a more complicated issue to fix.

Safe spots are a problem certainly, the stage 2 miniboss one is pretty easy to fix by just adding a bit to his lower hitbox, but for the stage 2 main boss I'll have to tweak the pattern. The weapons are designed in such a way that even if you get behind a boss you still can't hit it much (the homing shot is suppose to disallow aiming for enemies behind the player) but ideally they shouldn't be able to get into that situation in the first place (though I guess a couple minor ones on easy isn't the end of the world).

Also,the 1-up from the biker is a joke. He only drops it if he pops his wheelie.

Yeah, go ahead!

Thanks for playing, you had a great run in the video!

Since the game revolves so much around speed and score I hadn't really put much thought into safe spots since you're doing a disservice to yourself in the long run (you even loose the score bonus if you let a boss sit for too long), but since that seems to be a common strategy so far I'll try to counter that for later levels (level 3's already shaping up for this). The spread's got two main uses, reletively safe and reliable damage from a distance and huge close up damage that even out damages the laser, however that doesn't seem immediately communicated since the ladder is a high level technique. 

A boss rush was planned for the final, with maybe even some extras in there if all goes to plan.

Oh man! Somebody who actualy played Shmoop 1!
Most of that game was just practice making games in order to make this one. It shows a little better in the boss fights than the rest of the game,but I generally learned a lot about what works and what doesn't in shmup design from that.

Thanks for playing, and glad to see you stuck with it. Spread shot is life, shotgun strats all day.


Thanks for the praise! Multiple monitors gets kinda buggy with how the display manager works. It also kinda freaks out if you try and full screen with a non even resolution scale.

I totally forgot about the bios version (especially since you can skip that animation now) so at this point I might just keep it at dd14 honor the first public release.

I'll look into it after the game's done, but no promises. The way the levels are scripted on my end is pretty complicated.

Pitfall Harry Abuses Animals seems a lot less jank and a lot better flowing since last time I played it (dd12 or so?), but other than some Tonami bumper tier breakbeat music for the tutorial and the removal of the dos prompt (rip) there doesn't seem to be a whole lot of new content. That's kind of a bummer too, because with the controls set up as they are some actualy designed levels with good flow would be a lot of fun instead of tight procgen corridors.

4.4.2, Kernel ver 3.4.0-964333 w/root

A lot of weird stuff refuses to work on it (like Fire Emblem Heroes) so I might've just mucked something up when ricing it.

oh god everything's wrong

There's no feedback on anything, your ship has all sorts of momentum before it eventually sliiides to a halt, the enemies are a step down from Galaga's in design and behavior, the dash dosn't have any i-frames, there's a health bar,the text is super aliased, the music is loud, my feet hurt, and the arrow keys still scroll the page around!

woah shit look at those rock textures

In all seriousness, it's kinda neat as a prototype, though a lot of seeing if it'll work in action would rely on how the enemies work. Since there's a whole lot of nothing right now, the only thing I can really say on it is to add a screen bob/shake slider. The fog shader thing's kinda cool, though.

Also, a weird bug with the block that lets you attack if you move towards an enemy with your shield up.

The android version kept crashing on startup (Galaxy S5) so this is all for the windows version.

The mechanics seem kinda at odds with the level design and the whole touch screen interface; the game encourages you to tap like it's going out of style but then punishes you with a hard rocket limit so you can't rocket projectiles out of the air, and since enemies drop hurtey-balls seemingly at random (and the levels seem to be random too, bad move) there's no strategy or perceivable though line to the level, contrasting to the bosses that are mindlessly easy. There's also a sort of Gradius syndrome going on here, as the power-ups are crazy good and you feel like a wimp without them. 

The SFX are laughably bad (if you are going to use s/bfxr  at least layer a couple on top of each other and post process it), and I hope that music's placeholder because it sounds like FL default loops mashed together, the graphics evoke a euroshmup vibe (in a bad way) with how nothing they are,  but the biggest problem on top of all that is it's just not fun.

I had a big long thing written up about how this is shit and you should feel bad but since it's a tech demo/practice I don't have the heart to bully. The technical stuff works fine though, so good job on that.

Thanks to this tool I have entered a zen like state of peak performance.

At least until I exhale, anyway.

I'd make a Parapa joke, but since you can't actually kick it's not all in the mind.

Since the only enemy in is the Glass Joe analogue it's kinda hard to gague difficulty and AI and such, but the mechanics for the player work pretty well as far as I can tell. Of course the game needs more content, but what's here is good for a start.

Thanks for playing, I'm ecstatic you like it so much!

Z used to be the button to continue, but some people cominted they were continuing without even knowing what happened, so I thought it'd make more sense (if a little annoying) to move it to the start button so you atleast have to make conscious thought about it. Full screen will scale to whatever your monitor resolution is, so only even scales of 640x360 (720p,1080p,etc) will escape being all strechy and weird. I'm looking into black bar options to keep it pixel perfect in full screen, but for now stick with windowed.

Also, the guitar is real! It's got a vst amp/pedals and some post processing effects that make it sound sorta synthy.

Look out, Pepsiman stole that guy's pizza!

The controls are kinda janky (Especially the F grapple) and the animations look like he's got Pepsi cans in his pants, but the swinging and sense of speed is fun to mess around with. The combat's kinda non existant, but that's also true to the inspiration. For lack of a better term, the game could use some un-janking.

(Edited 1 time)

This has come a long way since DD9(10?). I love the feel of not-guts and how enemies react to it (a bit too much screenshake thought), though i wish the enemies had a similar weight to them. Some of the controls also seem a little consistent too, dash canceling seemed finicky and I couldn't figure out if those hot 3rd strike parries were just tap forward or not.

Overall, besides the usual 'needs art' I quite like it, it's almost like the PS2 Berserk game translated into 2d. It could maybe use a splash of DMC, something like alternate weapons and big boss fights.

Edit: First run stats, if you need em for statistics.

I was rubbing up against the whole width of the wall and nothing happened. I think the trigger must've just broke.

To be frank, I couldn't figure out how to get out of the tent; I couldn't find a use key and walking into the bottom of it didn't do anything.  I didn't like how stepping anywhere near sleeping bag gravitates you towards it

I'm not entirely sure what was going on, but I kinda liked what I could figgure out.

I couldn't figure out what makes the asteroids hurt the paddles or not or not, or if you were suppose to shoot the black hole ship things or make asteroids crash into them. It was kinda frustrating having your paddles with tricked out tesla coils (best weapon,wish you could toggle it) just explode for no reason, but I like the core concept you got going on here.

Everything was indeed daijoubu.

Other than the obvious 'give it graphics', the boss's projectiles that skate along the ground should probably disappear after hitting the player once, so stupid idiots like me don't travel with it and get hurt more. The boss is also really easy to cheese by just being up in his face the entire time and doing the launcher.

Certainly intereting. Neat effects for how minimalist the game is. I don't know if it's going to return to the dungeon crawling style as the older demos, but this seems pretty good as a tutorial.

If I pulled out the memes, would you die?

Thanks for playing!
Level 1 got toned down a bit (especially the laser dudes, they were a little too fast last build), but all that practice carrying over also helps.

The first 3 bosses actually do spawn powerups mid boss, but they're kinda hidden as to not encourage farming them. The level 2 bosses do not, at all, however.

Glad you liked it!
The speed changing is mostly a preference thing, it's sometimes handy to go fast for some parts of a stage then slow down to dodge intricate attacks.

Homing's a little tricky to balance, right now it's got the lowest DPS but since you don't have to aim that makes it a lot easier to use.

What screen resolution and OS are you using? You might be able to fix that by alt-entering and turing on v-sync before going into full screen.

Good windows port.

The browser version also locked up after the story sequence every time after the first. That first time however, it only locked up when I beat Beat. 

As for the Dreamcast port I'm a lazy ass who still doesn't have RGB cables or Dreamcast friendly cd-roms, so that's out of the question.

What I was able to play though seemed like mugen ass mugen, albiet with a d-tier beat. Mima's de-confirmed though, so that's a bummer.

Sweet Jesus, Marry and Joeseph slow down! My eyes are vomiting my brain is bleeding and I'm developing RSI from all the mashing.

I'd give more proper criticism on the game if it didn't make my physically ill. You're probobly alianating a good chunk of the audiance with how nuts everything is.

Alright now that the game's actualy playable, here's some bugs that didn't kill it completely:

-The game soft-locked while Chuck's dialogue about betraying him started when I was off screen
-I killed the boss and died in what I think was the same frame, so the regular level music and the game over theme played over each other
-the grim reaper guys knocked me into a wall I had to wiggle to get out of
-In the room after the boss the game started running at halfish speed and the background started to wig out
-At some point leaving it idle while typing the above out it started to worsen
-eventually it crashed and it now exists only as an icon in volume manager
-the candle dudes' fire seems to not do damage to anything

Well if nothing else it's the crashiest game of the show. I couldn't get too far into anything without one. About the only thing I was able to do besides talk to a trashcan full of nerf darts was die to the reaper guys.

Here's the crash reports: https://pastebin.com/ADhAcS6z

On my Dualshock 4, if you press R2, a second player spawns in, but the function and dirctions of the sticks are reversed (Right stick moves, left aims, both reversed). I forgot to mention, playing it in fullscreen also somehow messed up my Windows color settings.

The points you raised and the article you linked are very helpfull! I'll look in to staggering new elements more and some sort of interactive tutorial like the Battle Network games.

Solid foundation. Combat's pretty basic and I can't tell where all this life sim stuff is suppose to fit in, but what is in there is pretty good. Runs at a full 144 fps on my machine (specs) for comparison.

@Ogier -
The formula and effect for the flashing is still being messed with, the frequency or brightness will probably get toned down for the bigger enemies. The laser guys are also getting a nerf/retooling, they seem to be the main difficulty out liar

@Rokas -
A lot of those are just conventions of the genre, the continues specifically is so that players can't just credit feed to the end, since that cheapens the game as a whole. Options in game and other stuff like control rebinding is planned for later.

@NathanDearth -
Glad you had a great time! Watching your video and other people's, one of the main problem seems to be players are not utilizing all the tools at there disposal. Not sure how to fix this short of a big dumb prompt in the middle of the game.

This game just keeps coming back. Will it ever actually hit the fan? What is 'It'? Will the main characters ever do leg day?

Anyway, other than the new content the game still seems to have the same fundamental problems from around dd9 (and I imagine around dd2 and 3 too); the gameplay loop of serious sam + smash tv - level/enemy design just isn't fun, and there's tons of technical problems ranging from controllers buttons being bound to both accept and back, a second player spawning with reverse controls in single player (if this is intentional it's the most confusing thing ever), to the game refusing to let it's self be close by anything less than task manager.

To be completely frank, this project has been spinning it's wheels for far too long, it either needs a huge overhaul or scrapped. Continuing with this without some serious re-tooling would just lead to the game being nothing more than a .99 cent trading card vehicle.