As we’ve discussed on numerous previous occasions, the shoot ’em up genre is a lot more diverse than you might think.
Over the years, we’ve seen this initially straightforward genre blossom into something that encompasses a wide variety of distinct mechanics: the precise navigation of danmaku games, the pattern recognition and twitch reflexes of twin-stick shooters, the emphasis on memorisation and “risk versus reward” of Gradius-style games and plenty more besides.
One of the most interesting ways in which developers have experimented with the genre as a whole is through combining it with other genres. To date we’ve seen attempts to blend it with fighting games (such as the Suguri series), platform games (such as Rabi-Ribi) and even puzzle games. Murasaki, a 2014 release from Japanese doujin circle Katatema, falls into the latter category.
Continue reading Shmup Essentials: Murasaki
Know what I love? Demon girls. Know what I love even more? Demon girls who are really bad at being demons.
With that in mind, I knew I was going to have a good time with Lucy Got Problems almost immediately, since it opens with the eponymous succubus rather meekly prostrating herself in front of her superior (and unattainable object of desire) Tiamat, suggesting that she had done something very silly indeed.
One might even say she had encountered some difficulties, or problems if you will…
Continue reading Lucy Got Problems: What’s an ADHD Succubus to Do?
After a few weeks of scheduling conflicts, Chris and I are back together once again for another episode of The MoeGamer Podcast.
Remember, the podcast is now available both on YouTube in its full video glory, and now as an audio-only version too. You can enjoy this on the Soundcloud site, subscribe via RSS or look us up on several popular podcast platforms, including iTunes.
Or you can just hit the jump here to enjoy the show in both video and audio formats right here on MoeGamer.
Continue reading The MoeGamer Podcast: Episode 9 – Good Physical Morning
It’s always a genuine pleasure to see a developer refine and improve their craft — particularly when it’s obvious how much time, effort and passion they put into their work.
Anyone who follows Lily series developer Kyuppin on Twitter — or indeed, anyone who read my previous coverage of Lily’s Day Off — will know he is a great example of a creator who is absolutely brimming with enthusiasm for his craft. The road to release for Lily’s Night Off was paved with earnest solicitations for feedback, assurances that fans interested in the strictly limited physical merchandise would get their hands on some quality products… and what came across an honest to goodness love for the art of writing, game development and design.
So… how did Lily’s Night Off end up, then? Was all that passion and enthusiasm worth it?
Continue reading Lily’s Night Off: The Visual Novel, Condensed, Polished to a Fine Sheen
An interesting aspect of the Shantae series is how its presentation and execution has evolved over time.
While the first game, being released in the twilight years of the 8-bit Game Boy Color, represented the diminutive handheld being pushed to its absolute limits, the two subsequent installments in particular made a specific effort to be “modern retro” titles — games that emulated experiences from systems of the past while providing modern-day conveniences.
Risky’s Revenge, which we’re concerned with today, very much has its sights set on the 16-bit era. And it explores this concept with a clear knowledge and understanding of not only the classic 16-bit consoles, but also the earlier 16-bit home computers.
Continue reading Shantae: Risky’s Revenge – Jumping Generations
OutRun is consistently cited as one of the best, most influential arcade games of all time, so it’s surprising Sega hasn’t done more with it over the years.
And speaking more broadly, I’ve seen enough people bemoaning the lack of arcade-style racing games in today’s landscape that it’s even more surprising more developers haven’t attempted to capitalise on this apparent hunger for old-school, no-frills racing.
It was with this in mind that, on January 16 2016, when my friend Chris (of MoeGamer Podcast fame) noted that “here’s a Kickstarter worth $5“, I didn’t hesitate to fling the aforementioned five bucks in the direction of Slipstream, a humble project from solo Brazilian developer Sandro Luiz de Paula, aka ansdor — someone who seemingly wanted nothing more than to make a new OutRun.
Continue reading Slipstream: The Road to ’80s Arcade Racing Nirvana
Last time in our exploration of Degica’s Visual Novel Maker, we looked at how you can create your own custom characters to form the cast for your next masterpiece.
Today we’re going to look at something a little more mundane but just as important to the overall experience of your game: the user interface. Specifically, we’re going to take a look at some ways in which you can customise the way it looks and feels.
This is one of those steps you can quite easily skip when putting something together in a package like Visual Novel Maker, but using something other than the default UI not only helps your game look more polished, it gives you a greater feeling of ownership over the whole experience — so do consider taking a few of these steps on your next project!
Note: This post has been updated with some helpful advice from Archeia, a member of the VNMaker team. Please give it another read even if you’ve already looked it over!
Continue reading Visual Novel Maker: How to Look Fontastic