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shmup-dev | forum - View topic - Zenzizenzic (playable!)

Zenzizenzic (playable!)

Post your finished games or work-in-progress here.
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Re: Zenzizenzic (playable!)

Postby Zenzizenzic » Mon Jul 29, 2013 1:01 pm


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Re: Zenzizenzic (playable!)

Postby Zenzizenzic » Wed Aug 14, 2013 3:27 pm

Quick update from the :

Been working on new content the past while and it's going pretty well, quicker than I expected actually!

I've figured out a level structure for now, which is guaranteed to offer a variety of challenging encounters as well as a nice variety of ways to die. The current level in the beta () would be level 2. Level 1 would be a more basic level, offering a way for the player to get familiar with the base mechanics. Levels following that will steadily toss new, unfamiliar stuff towards you. I won't spoil the details just yet, but it's all aiming for highly challenging gameplay while nurturing that feeling of "one more time! just one more!".

So I've been mostly busy building those levels, making sure each encounter feels good, challenging but fair and varied. I'm aiming for something between 5 to 8 levels, all of course balanced for easy (doable), medium (less doable) and hard (hardly doable) difficulties on both singleplayer and co-operative play.

Also been adding some features into the Options menu, such as adjusting screenshake amounts, or even entirely disabling the background for a clear playing field. I'm considering to add some playership customization, like different colours and shapes. That shouldn't take too much time to implement (and level design takes priority), but it depends on the inspirational juices.

If you have any cool things you'd like to see in the game, let me know, and I'll definitely consider adding it! Be it ideas on level design, weapons, mechanics, ship designs, anything!

Cheers!

- You can grab the beta over here: http://www.bithuffel.nl/zenzizenzic.zip

Ps. If you're willing, show your support! Drop a like on , a follow on . Would be greatly appreciated! :)

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Re: Zenzizenzic (playable!)

Postby Zenzizenzic » Thu Aug 15, 2013 1:41 pm

I’ve been thinking about new weapons to implement for a while now and I may have come across a viable one to add to the arsenal: Quake!

The Quake weapon would be a fairly close range full 360 degrees area of effect weapon. In a sphere around the player the area of effect would slow down bullets and damage enemies for as long as you keep it activated and keep the enemies and bullets in the area of effect. The longer you keep it activated, the larger the radius becomes. This means you got to stick close to enemies to damage them, but will also slow down the bullets they fire (for as long as the bullets are in the effect area, when they exit the area they resume at their normal speed), giving you the opportunity to dodge them. You could also of course just use it to find a way through an oncoming onslaught of bullets in a defensive manner.

What do you say? If you have any cool ideas about this weapon, or possibly any other weapon, drop a comment somewhere! I’d greatly appreciate your input.

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Re: Zenzizenzic (playable!)

Postby Zenzizenzic » Mon Sep 16, 2013 10:04 am

Some news!

- New build: http://bithuffel.nl/zenzizenzic.html (balance changes, multiple fixes)
- New trailer: http://www.youtube.com/watch?v=QlF5qbNteI4
- Support Zenzizenzic on Steam: http://steamcommunity.com/sharedfiles/f ... =177371672
- Grab the soundtrack: http://bignic.bandcamp.com/album/zenzizenzic-soundtrack

Also some screens of work in progress bits:
- A new level selection screen


- Screen of level 3


- Screen of level 3


Note that the build still only consists of a single level, which is going to be level 2. Level 1 will feature fixed bullet trajectories, level 2 aimed at location bullets, level 3 homing bullets, level 4 scaling bullets and level 5 (the final level) enemies that will use player abilities.

Give it a whirl and let me know what you think!

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Re: Zenzizenzic (playable!)

Postby Zenzizenzic » Tue Dec 03, 2013 12:35 pm

Been a bit of a while, but a new beta version is up again. This time around it features level 1 and level 2. Also added a couple of new features to the menu.

Grab it over here: http://bithuffel.nl/zenzizenzic

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Re: Zenzizenzic (playable!)

Postby Zenzizenzic » Sat Dec 14, 2013 3:36 pm

Image

Zenzizenzic was nominated for the Indie Dev Grant! If it were to win, an awesome bit of financial support would be given by the lovely folks over at to further develop the game.

It has to go through a voting process, and you can help out in that, which would be hugely appreciated! While you're at it you'll also get some cool indie games which people worked hard on to develop and support those devs as well.

Head on over to , grab the bundle for 2$ (or more if you'd want), and after activating it you can vote for Zenzizenzic to help it win the Indie Dev Grant! There's not a lot of voting going on, so every vote weighs a lot and Zenzi's got a good chance at winning! It's not a matter of hundreds of votes, but just a dozen or so to take the lead.

So if you'd like to grab a couple of cool games and help Zenzizenzic out while you're at it, I would be so grateful!

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Re: Zenzizenzic (playable!)

Postby Zenzizenzic » Wed Jan 08, 2014 10:36 pm

A fresh beta update is available on . Go give it a whirl, and let me know what you think (and if something breaks)! Also, some fine cover art, 'cause why not!


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Re: Zenzizenzic (playable!)

Postby Zenzizenzic » Sat Jan 25, 2014 2:35 pm

Stand-alone website for Zenzizenzic is up! Go pay it a visit over at , while you're at it, you can grab yourself a .

Also, here's a fresh screen of an enemy you might encounter in level 5!

Image

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Re: Zenzizenzic (playable!)

Postby monoRAIL » Wed Jan 29, 2014 5:22 am

The new beta looks great. I liked the tutorial, although about half way through it switched from describing controls with Xbox controller buttons, and said fire missiles and laser with space bar and right mouse button. The intro level is really good - it allows you to learn the weapons without getting overwhelmed. I liked the new color scheme on the stage 1 enemies.

I found the first bonus stage quite hard. I think instead of having horizontal paths through there (which require you to carefully move backwards to follow them) you should start out with diagonal paths whose slope exactly matches the speed that the level scrolls - that way the player can simply move left or right at first to learn what they're doing.

In the boss fight after the bonus stage, there are indestructible yellow blocks, which look VERY similar to other destructible blocks. I think you need a clearer visual distinction between what can be destroyed and what cannot.
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Re: Zenzizenzic (playable!)

Postby Zenzizenzic » Wed Jan 29, 2014 9:21 am


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