Fire and Ice: Retro-styled Indie Shmup!!

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Abras
24-bit
Posts: 139
Joined: Tue Feb 27, 2007 11:34 am

Fire and Ice: Retro-styled Indie Shmup!!

Post by Abras »

Given the popularity (or lack there of :lol:) of the other thread showcasing Game Maker games, I'm not sure how well you guys are going to take this. But hey, I need feedback, and I also genuinely feel you guys will appreciate this. You might recognize the music too!

Should you feel the need to see some screen shots: http://www.yoyogames.com/games/show/16889

You CAN download it there, but I suggest you go with this link instead:
Image

Also, make sure you read the instructions (press F1 at any time) for controls and gameplay tips

So please tell me what you think of it. I'd also like suggestions and additions.

PS: This is probably the first game I've ever made that I genuinely like! I hope you do too.
fastbilly1
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Post by fastbilly1 »

Ill give it a shot, I am all for the indy shumps. I own about twenty of them, not counting the Touhou games which I only own digital copies of and have yet to find a good importer for the print versions.
Abras
24-bit
Posts: 139
Joined: Tue Feb 27, 2007 11:34 am

Post by Abras »

:? The worst kind of feedback is no feedback at all. Even when people don't like your game, they usually AT LEAST give you ideas on how to improve... But me, I'm completely in the dark.
baphomet_irl
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Location: Éire

Post by baphomet_irl »

I like the Ikaruga mechanics and the art and sounds, although I think it could have started off a bit faster.

I dunno if its possible with the engine you're using, but a full screen option would be nice. I would also suggest making the
button for switching from fire to ice a toggle, rather than having two seperate ones
Abras
24-bit
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Joined: Tue Feb 27, 2007 11:34 am

Post by Abras »

Thanks for the nice comments. And those all seem like pretty good and reasonable suggestions.Full screen has been added (though it runs slow; I'll see what I can do about that), and I'll also be switching to one button for toggling between forms. I also switched the highscore to a more retro font. However, I do disagree with you when it comes to how it starts off. You see, while having some of my friends and relatives play test the last game I made, many were a little thrown off at how quickly the action began. So this time around, I wanted people to get their bearings a bit before being thrown to the lions.

Anyways, these change will be visible in the next version. I'd like to make a few more improvements before then, though. (Hint: that's where you guys come in :P )

I'd also like to take this time to mention that I've entered this game in a contest. If you're interested, you can check out the other competitors http://www.thegmrace.com/?pg=entrants. What do you think my chances are? Personally, I think my chances for #1 are bleak, but that I have a pretty good shot at the top 5.

And, oh yeah,here are the prizes in case you missed them: http://www.thegmrace.com/?pg=prizes
Nothing too outstanding, but Akuchizoku looks fun. It's by the same guy who made Clean Asia and Fractal Fighters.... Household names, I know...
fastbilly1
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Post by fastbilly1 »

I agree with everything Baphomet_irl stated, and would like to add these:
Some greater penalty for death - sure loosing a chunk of your score is bad, but if there was something more, like inability to change types for seven seconds, it would make dying alot more like a kick in the pants.
A fluctuation in speed, say you are doing fairly well and have not gotten hit or killed recently, the game speed ramps up slowly.

Overall I think it is a really neat game, combines oldschool mechanics with newschool gameplay. The difficulty is alittle low, but that is not something to mark off on, and it delivers a solid experience. I will recommend it to others. Heck I might showcase it at a convention if you get the fullscreen working fullspeed.
Ivo
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Location: Portugal

Post by Ivo »

I didn't realize it was your game, I'd have tried it sooner.

1. I agree that the button for changing should be just one for sure (no doubts about it, I don't think anyone will prefer two buttons).

2. I suggest giving the player a better ship (and if necessary, adjust the difficulty of the enemies to compensate) - the most fundamental change for me would be the ship moving faster (encourages more risk taking, and allows more skill to shine). Faster firing rate might also be good.

3. Consider making asteroids one shot lethal. Adjust difficulty after that if necessary.

4. If you want to emulate Ikaruga more closely, you may want to emulate more closely the other elements Ikaruga has, by making the player invulnerable to same element (again, adjust enemies to punish more, one good way to do this in your game is including more asteroids as those kill you regardless), then adding a power gauge, and including a power move (as your game is supposed to be simple, I suggest a "smart bomb" in the old school style, that instantly wipes out all ships in screen - not asteroids, and probably makes sense to only destroy opposing element ships).

These are just suggestions. The game is interesting already as is, and as you're still working on it may become quite good despite the simple graphics etc. Well done!

Ivo.
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