Really enjoyed it! Loved how you interact with a living drone ship and what the ship does to you. Would be great if there's more scenes with both of them!
As someone who sucks at shmups (seriously they are usually impossible for me), I like how short the game is and how forgiving the checkpoints are. The concept of a living drone ship is fun, (like Moya from Farscape), and the character/ship design is really nice.
This game made me feel... oh, my, I don't even know how to put it into words! The concept of sentient vehicles is not something I ever really thought about or seen much around, much less relationships between a sentient vehicle and its pilot. I did come across a few before, but they didn't manage to make me feel what this game did. I don't even know how to describe this feeling. It gave me shivers in every good way. Specially at the end, when CR and Minnow just wanted to swim together. It's such a shame that pilot-vehicle dynamics are so rare to come across. I loved the dynamic between CR and Minnow, I loved Minnow's transformation and the metal-biological looking designs, I loved how that dialogue at the end made me feel. It's hard to put it into words, I have never felt like this. It's only recently that I became aware of the term "objectum" and I knew what the definition was but I couldn't really understand it until now. I'm definetly going to spend a good while exploring these feelings.
So . . .dating sim X SHMUP as a full length game with this dynamic could be considered something of a dream to see I think.
For improvements other then just wanting more in general, sound effects as others have mentioned. Maybe a slight alteration of the ships design/hitbox to give you some area to graze in front of the cockpit to fit into some patterns better and maybe allow variations in ship speed for better fine control. (Most important for playing with keyboard)
Aughh this was so fun!! I really enjoyed it as a shmup fan. More of a warning for enemies/bullets coming from the bottom of the screen would have prevented a couple clumsy deaths, but other than that I was rly wowed by the polish. The visuals are stellar, the gameplay is smooth - rly quality work!!<3
Perfectly balanced, as all things should be. Slap some more sound effects in there and prepare to get money thrown at you! If I had any suggestion, a gallery might be nice. The sprite work is gorgeous enough on its own, but the side portraits are all a special treat deserving of being made into propaganda posters. For purely noble reasons of course!
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. 👍
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!
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. 😅
Thank you so much! I can't really promise that much more content, but in the future I would like to update it with a bit more for the shmup enjoyers. Scoring, power-ups, extra ship drops, WARNING, and a TLB were all planned but didn't quite make it in for the jam. Also I would like to make it harder at some point 😈
I look forward to it. I was never that good at SHMUPs. I think for some of the projectiles the hitbox for our Minnow symbiosis team needs to be more clear or the projectiles that go vertical need to be slightly further apart but also that could easily be classified as a "get good skill issue make sure you destroy the important parts of the ships early and plan your routing." So I may be incorrect. During my playthrough there was one situation where the background music oddly stopped?? Not sure what was up with that I don't remember the exact conditions. Either way, had a ton of fun, I want to see more of this lore and universe and world. I love the concept a ton from a narrative, mechanical, and NSFW perspective.
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Really enjoyed it! Loved how you interact with a living drone ship and what the ship does to you. Would be great if there's more scenes with both of them!
A very fun game with some awesome themes and cool art.
Wow, this game is awesome.
As someone who sucks at shmups (seriously they are usually impossible for me), I like how short the game is and how forgiving the checkpoints are. The concept of a living drone ship is fun, (like Moya from Farscape), and the character/ship design is really nice.
This game made me feel... oh, my, I don't even know how to put it into words! The concept of sentient vehicles is not something I ever really thought about or seen much around, much less relationships between a sentient vehicle and its pilot. I did come across a few before, but they didn't manage to make me feel what this game did. I don't even know how to describe this feeling. It gave me shivers in every good way. Specially at the end, when CR and Minnow just wanted to swim together. It's such a shame that pilot-vehicle dynamics are so rare to come across.
I loved the dynamic between CR and Minnow, I loved Minnow's transformation and the metal-biological looking designs, I loved how that dialogue at the end made me feel. It's hard to put it into words, I have never felt like this.
It's only recently that I became aware of the term "objectum" and I knew what the definition was but I couldn't really understand it until now. I'm definetly going to spend a good while exploring these feelings.
That was good
I think I'm just too bad at shmups. Even bumping up the lives doesn't help that much.
Alright, so this is pretty darn awesome!
So . . .dating sim X SHMUP as a full length game with this dynamic could be considered something of a dream to see I think.
For improvements other then just wanting more in general, sound effects as others have mentioned. Maybe a slight alteration of the ships design/hitbox to give you some area to graze in front of the cockpit to fit into some patterns better and maybe allow variations in ship speed for better fine control. (Most important for playing with keyboard)
Aughh this was so fun!! I really enjoyed it as a shmup fan. More of a warning for enemies/bullets coming from the bottom of the screen would have prevented a couple clumsy deaths, but other than that I was rly wowed by the polish. The visuals are stellar, the gameplay is smooth - rly quality work!!<3
i hope rich people play this and are scared
Perfectly balanced, as all things should be. Slap some more sound effects in there and prepare to get money thrown at you! If I had any suggestion, a gallery might be nice. The sprite work is gorgeous enough on its own, but the side portraits are all a special treat deserving of being made into propaganda posters. For purely noble reasons of course!
It's amazing I love it!
<3
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. 👍
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!
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!
Actual 10/10 experience
Just finished. I want more of this really badly please. Also needs a scoring system for acquiring more ships/HP.
Thank you so much! I can't really promise that much more content, but in the future I would like to update it with a bit more for the shmup enjoyers. Scoring, power-ups, extra ship drops, WARNING, and a TLB were all planned but didn't quite make it in for the jam.
Also I would like to make it harder at some point 😈
I look forward to it. I was never that good at SHMUPs. I think for some of the projectiles the hitbox for our Minnow symbiosis team needs to be more clear or the projectiles that go vertical need to be slightly further apart but also that could easily be classified as a "get good skill issue make sure you destroy the important parts of the ships early and plan your routing." So I may be incorrect. During my playthrough there was one situation where the background music oddly stopped?? Not sure what was up with that I don't remember the exact conditions. Either way, had a ton of fun, I want to see more of this lore and universe and world. I love the concept a ton from a narrative, mechanical, and NSFW perspective.
This was fun, very smooth and responsive shoot 'em up! Thanks for making it!