Under the Lotus
#1
Posted 10 November 2010 - 01:13 AM
http://zerobyteorbit.blog135.fc2.com/
So, this was posted on november 8th and it's seriously the surprise of the year. Or the second surprise if we take into account the glorious ring^-27.
The videos speak more than a thousand words (I'll write them anyway =P)
What do we have here? As I said in the test video I sent to the developer: "Hellsinker meets Rez meets Ikaruga meets Cave" with over 9000 of surreal value for the greater good.
I was delightfully surprised at the guy's speed of response and how fast he put up the demo and fixed a big fps issue so I hope he'll be able to finish it sooner or later! It's VERY early in development (there is no game over screen, if you get hit on the first three stages you are instantly kicked to the main menu, replays don't work, the scoring system is still shaping up, I'm assuming we'll eventually see numbers and multipliers everywhere, eh) but it already has four stages to check how it looks and I'm really liking it so far. And the music is crazy awesome punchi punchi of the good kind (the one that goes "pum pum" all day long ala Psyvariar 2).
It uses XNA but the installer comes with everything you need.
The game has a neat "ship switching" mechanic that is best used with a 360 pad or any that has twin sticks. I asked if the movement could be done with keyboard+mouse but, for now, it's pad only. So be warned.
I'm definitely keeping an eye on this one and so should you, guys. In fact, report him your system specs, tell him how the game runs so it can be as optimised as possible.
The boss warning could use a sound but it's already Ikaruga-epic. And fire up Inferno (stage 4?) to see the boss warning. You know from the go this is going to be one hell(sinker) of a surreal trip.
Your ship looks like a lotus, the theme seems to be seeking ascension. Crazy stuff happens.

#2
Posted 10 November 2010 - 01:20 AM
- My YouTube · My deviantART · My Gaia Online · My Beat Hazard Thread · My Doujin Soft Collection Thread · My Doujin Review Thread -

What? I wanted seconds.
Adopted Lolis: Luste Teuber (Rosenkreuzstilette), Exelica (Triggerheart Exelica), Luca (Trouble Witches NEO!), Shizune (Izuna), Rami (Keio Flying Squadron)
#3
Posted 10 November 2010 - 06:26 AM
Proud Member of the Food Appreciation Society
" The world ain’t all sunshine and rainbows. It’s a very mean and nasty place, and I don’t care how tough you are, it will beat you to your knees and keep you there permanently if you let it. You, me, or nobody, is gonna hit as hard as life.
But it ain’t about how hard ya hit. It’s about how hard you can get it and keep moving forward. How much you can take and keep moving forward."
#5
Posted 10 November 2010 - 01:02 PM
Formless God, on 10 November 2010 - 06:56 AM, said:
By the way, the second ship can be controlled with the right thumbstick so you can position it where you want to.

#6
Posted 10 November 2010 - 07:53 PM
looking at the videos, it looks very good. Sadly I don't have a pad so I can't play it. :V

#7
Posted 10 November 2010 - 08:29 PM
#9
Posted 11 November 2010 - 12:45 AM
At the moment it seems the game will be Windows-only until he can figure out most of the stuff. Later on it might probably get an XBLIG release.

#10
Posted 11 November 2010 - 03:54 PM
What about this? http://www.gold-soft...review12540.htm
#11
Posted 11 November 2010 - 07:42 PM
Also, I just noticed this game has TATE mode.

#12
Posted 15 November 2010 - 10:12 PM
This time it comes with an english readme so please check it out. And he added a new weapon with search lasers. Search awesome!
I've made a video of stage 02 (I think it's by far the hardest) now that I kind of figured out how to stay alive for more than 5 seconds. It might convince some people to try it. Remember the game will not be everyone's cup of tea given the high levels of weirdness and such.
If you have suggestions on how to actually make the ship switching mechanic work with the keyboard (or keyboard+mouse), you can contact deathpiyo via Twitter or Youtube or his site because it would be really good to see such a support available. I have something in mind but I'm not sure if it's viable or if he'll be able to code it in C#/XNA. =/
You have to dodge more now and switch with speed in order to survive some stuff, it gets ridiculously frantic and one mistake equals Game Over. No lives, no continues, no nothing. However, on the Inferno stage you actually don't die but start losing score like crazy whenever you are hit.

#13
Posted 01 December 2010 - 09:06 PM
#14
Posted 01 December 2010 - 09:46 PM
grgspunk, on 01 December 2010 - 09:06 PM, said:
edit: I also asked to add some control options and invert the ships to mouse/keyboard to fit most people (Some might want the main ship in the mouse, some might want it on the keyboard) but it's still really hard to control with the keyboard+mouse.
Can't wait for the finished thing, I mean, it's like this game fell out from the sky right for the Hellsinker/surreal STG fans. Plus the ship switching actually adds a lot of tension trying to switch at the right time to avoid getting pwn'd.

#15
Posted 02 December 2010 - 11:12 PM
I need to playtest this..... the music and the visuals look damn awesome.... (can't talk about the gameplay since I haven't played it)
if he'd release this on XBLA or on steam, the dev might make some nice money off it.
I might get my controller hooked up this month, so I can playtest it.
edit: also; what specs does the dev expect a 'laptop' to have? I have a laptop here but I think my specs aren't your typical laptop specs....
If they are close to what you want to test, my laptop can help performance testing.
Edited by Koikon, 03 December 2010 - 06:35 AM.

#16
Posted 03 December 2010 - 12:25 AM
A new weapon was added and the game runs smoother, solid 60fps which is good because XNA stuff tends to have some dodgy fps on their Windows/PC versions (Beat Hazard is a big example).
The new weapon has a very Hellsinkeresque feeling to it (it's like a SOL bomb with multidirectional fire).
He also added an assist option for the ship switching although the manual switch feels like the natural way to go. Same deal with the 360 pad. The game is technically made with any twin stick pad in mind.
About the laptop, he commented it has an Atom CPU, so I have to assume it is a relatively new machine? Although japanese people don't seem as hardware-crazy as the western PC users who can run Starcraft 2 in ultra during a 4v4 at max cap and live to tell the tale.
I'll be sending him a message soon about the stuff you guys have been mentioning. He is checking the thread too so I bet he already has in mind all these things. I'm also making a digital painting (well, we could call it fanart too) about the game.
Either way, I would really like him to implement the 8 stages he has in mind and perhaps 1-2 Extras that could crank the levels of epic to Lost Property 771+Quadruple Ones levels and have a tea party with the Stone-Like.

#17
Posted 03 December 2010 - 01:36 AM
- My YouTube · My deviantART · My Gaia Online · My Beat Hazard Thread · My Doujin Soft Collection Thread · My Doujin Review Thread -

What? I wanted seconds.
Adopted Lolis: Luste Teuber (Rosenkreuzstilette), Exelica (Triggerheart Exelica), Luca (Trouble Witches NEO!), Shizune (Izuna), Rami (Keio Flying Squadron)
#18
Posted 03 December 2010 - 02:10 AM
ViperAcidZX, on 03 December 2010 - 01:36 AM, said:
Also, if anyone can confirm this, try clearing a stage and watching a replay. I cleared stage 02 but the replay of that particular stage desyncs, something similar to what happened in Mountain of Faith if I'm not wrong.

#19
Posted 03 December 2010 - 03:08 AM
#20
Posted 05 December 2010 - 12:22 AM
I only managed to beat Stage01 and Inferno so far... (since you can't die there anyways.
I'll attempt to write down my thoughts in the most structured way possible, please excuse any messy writing. It'll be mostly be structural critisism.
So, what do I think about the game so far? plays pretty neat, looks neat and sounds neat, especially for an early test version. The stage design could still use a lot of work though. Stages tend to consist of a few pattern which repeat many, many times..... Could use a bit more variation, but why am I complaining? This is still a very early version.
Backgrounds are nicely done, enemy designs simple but charming. The text constantly flashing onto your screen screams ""HELLSINKER". It runs at a smooth 60 FPS (with bloom) on my laptop with an i3 processor, 2 gigs of RAM, an nVidia GeForce GT 330 and Win 7 64-bit as OS.
If I play a replay in windowed mode, do something in another window, and click on the game window again, the game occasionally crashes. FPS also drops to ±20 when the game window is not the main window.
The bloom effect is gorgeous, though I generally dislike bloom, it works perfectly with the background visuals. I have to warn you about relying too much on the bloom for the visuals, though. Because without the bloom some things look a lot less charming, the start screen in particular, looks boring without the bloom.
Having a way to change the intensity of the bloom would be nice, though. I'd like to put it a little bit lower myself.
giving players an option to set the screen vertical, to turn on/off bloom or to set the game to full screen is nice. Too bad the user settings don't get saved yet.
I haven't played it with an X360 controller (and I doubt this feature would be useful for that anyway..), but the switch assist feature is really neat for keyboard users; switching mouse and key control between ships upon swapping places. Separate highscore boards (both for switch assist on and off) would need to be implemented if you keep this feature in, though (if you'll implement highsore boards). Dodging bullets becomes extremely easy with a good mouse.
Separate HS boards would also be needed for both keyboard+mouse players and pad players.
I might expand this post at a later time. (probably ranting aboot the shot types)
Also, a question; what do those two items do that appear at the start of a stage?

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