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( 2)

You clearly have a very professional workflow for art and such. However, the game itself is very simplistic, there's really no more than 3 or 4 things going on, and while initially looking extremely difficult due to haphazardly placed patterns, you can actually cleanly dodge both of the patterns by slowly moving to the side to dodge the aimed bullets, and jumping across the other pattern of non-aimed bullets when you get close to their trajectory.
Also, given the thumbnail (is that allowed...?) you'd expect it to be a porn game but there's no porn inside, so that's a bit disappointing.

Feels more like a Patreon ad than anything else.

(1 edit)

Heyho, 730!
Thanks for playing! Haha yeah, I didn't have time for lewds, although they were (and are) definitely planned.
Seeing as you seem to be experienced in shmup development - do you have any good tips or resources on pattern design?
Somehow, I feel like shmup knowledge is spread very far and not as easy to gather as, say, platformer knowledge. I'd love to play around with shmup gameplay further for sure.

Last sentence was a bit rude from an experienced dev, but hey.
Stay funky,
Dez

( 1)

I'm not very experienced at all, the game for this jam being the first real shmup I have made, so as far as tips go all I can say is what I've done for this jam: play a lot of shmups, write down their patterns, analyze them, try to recreate them, then put together a combination of what you like in what you think is an appropriate difficulty curve. Introducing individual patterns one by one then mixing them together once they've been introduced probably helps making a good curve. I got help from more shmup-savvy friends, even if they aren't devs their knowledge goes deep.

Best of luck.

( 1)

Oooh nice, your game was really great for a first try!
Those are really good tips, thanks. I did a bit of analysis on player feel and what layers shmups have etc., but I guess I'll have to go deeper still. 📌

Thanks, you too!