Posts Tagged ‘bullet hell’

75+ votes

Posted by (twitter: @gamepopper)
Sunday, May 1st, 2016 9:30 am

First of all, thank you very much! It’s really great to see so many positive and constructive comments on Spinstar. It was a fun yet challenging 48 hours and it’s great to be able to make another compo entry after only managing to reach jam last time.

I’ve managed to play and vote on over 80 entries so far, and while there is still a week left of voting, I thought I’d show my five favourites thus far, as there have been many developers who have pulled off interesting and creative ideas based on the theme, and this LD had a really good theme.

2ShiftDrift by 01010111

Very well polished game that combines vertical space shooting with racing, while tracks can eventually get repetitive there is a really good challenge with multitasking between going along the track and shooting down enemy choppers and the like.

Statis Core by Eshford

One extremely good looking boss battle, I love my bullet hells and this one was both easy to jump into but hard to beat, but actually succeeding is very worthwhile!

windowframe by managore

As soon as I saw this gameplay gif, I was immediately reminded of an entry back in LD31 called Screen Mover. I definitely like to say this game definitely expands on the concept of your game window having an effect on the gameplay, and seeing a real window move around on the screen is captivating to me.

CYGLiDE by ocarson

Some really nice low-poly graphics at work, this game does an interesting job at controlling flight that takes some getting used to, but feels great once you get the hang of it.

BlobWall by Sophie Houlden

It’s a shame that it doesn’t look finished (and I cannot rate it on any category) but out of all the entries I’ve seen which imitates the “Hole in the Wall” game show formula, this is probably the best executed one by design. Not to mention the camera work is brilliant, showing the perfect angle for each wall and position of the player.

Now go do Ludum Dare proud and PLAY AND VOTE!

Rocket Rabbit: The Post Mortem

Posted by
Wednesday, April 22nd, 2015 2:57 pm

Going into Ludum Dare, I knew I wanted to make a shmup. I needed to come up with an unconventional weapon, though. I decided on carrots, and what better protagonist to have than a rabbit that shoots carrots? Initially with the theme I thought I’d make a light-hearted game with bright colors and a ridiculous setting a la Parodius, but…

Rocket Rabbit

I worked on the game a bit and got bullets and enemies in. After that, I composed a lighthearted track for the first stage then started working on boss music. The boss music came out super tense and action-y. It conflicted with the stage 1 track, and I liked it a lot more. This was Saturday evening mind you; I didn’t really have time to produce any more music, so I said screw it, the game is going to be more serious. I scrapped the first track and started building the game around the boss music.

Then came the assets to replace my placeholder art. I turned on the boss music and just did this stream of consciousness sort of thing, drawing whatever came to mind. “This is tense; let’s add some blades,” and everything went downhill from there. Suddenly everything was made of metal and it was going to be hardcore.



The Blade, a whirling, fast enemy that charges straight at the player while firing barrages of bullets. I really hated this guy during playtesting.


I’m a programmer, not an artist. It takes a long time for me to make one asset. This was my first time manually rotating a fairly complicated sprite. This guy took at least an hour to finish, which is a ridiculously massive timesink in the grand scheme of things. Looking back, some of the shading is messed up, mainly around the center disc.



That rabbit is wearing goggles and a scarf. You know he means business.


I had an awful time just getting the player sprite to look passable, as you can see in the timelapse around ~4:00. Getting the illusion of depth was hard and lots of dithering conflicted with the style of the rest of the game. Eventually I opted to just layer sheets of hard-edged metal on top of each other and it seemed to work OK.


The Bad


The thing that hits me *every* LD is that I haven’t allocated my time as best as I could. 48 hours is a REALLY strict time limit. You really need to know which corners you can cut and which ones you can’t. Polish is extremely important, and you need to leave time for it!

The number one complaint I got is that there is no visible feedback for hitting enemies with >1 HP. This would have been a nice addition, but I was so caught up implementing core functionality that I didn’t even have time think of it.

Among other things I thought of that I wish I could have implemented:

  • A longer stage 1
  • A second stage (!! getting ambitious there)
  • HP bar for bosses. I actually thought of this towards the end, but there was an hour left and I needed to leave time to implement a quick menu screen and game over screen and to package up the game. I didn’t know there was a submission hour, so maybe I could have done this.
  • More detailed border during gameplay. Given how long it takes me to do things art-related, this was out of the question.
  • Disappearing carrots from the player’s ship


The Good


  • Art skill leveled up! It was my first time doing somewhat detailed animations for LD. It was also the first time that I worked with higher resolution art (typically I stick to 8×8, 16×16, or 32×32).
  • Music skill leveled up! It was my first time producing music for LD.
  • Got a shmup under my belt, a genre which I’ve appreciated for a long time but never seriously attempted to make.

I’m actually really happy with how my entry turned out this time given the time restraints. Some of the code is a bit spaghettified because I needed to add things NOW instead of properly, but it’s nothing that can’t be fixed up. The main thing to remember is that the end user doesn’t care what your code looks like!

Amazingly enough, there were no massive bugs in the Ludum Dare version and everyone I’ve talked to has been able to play the game just fine. There’s only one thing I’ve noticed that is totally off, but you wouldn’t ever know unless you looked carefully: during gameplay, the starfield background is supposed to be purplish, not black. I thought I had made it purple but I never really checked… It was a really subtle problem with the code too:'fill', 0, 0, unpack(self.bounds))
 -- which essentially evaluates to'fill', 0, 0, 0, 0, 600, 700)
 -- the last two arguments are discarded since this function expects mode, x, y, w, h
 -- should have been'fill', unpack(self.bounds))


Addendum: Funny Programmer Stuff


So alongside my Ludum Dare games I’ve been working on this library meant to complement love2d aptly name hug. There was one thing I was missing from it in my previous LDs that I dreaded reimplementing: animation. I knew I’d need animation for a shmup. During the week prior to LD, I drafted an animation API and put it in a separate branch on github. There are a few key concepts for the API, but the important two are frames and animations (a sequence of frames). A frame has a rectangle that specifies what part of an image it uses, a duration, and a list of attachment points. Imagine being able to say “here’s the point for the left hand on this knight guy, put a sword in his hand.” With attachments, this would be easy. You just get the attachment named “left-hand” and render the sword there.

As it turns out I didn’t need attachments for Rocket Rabbit (although, if I had more time I probably would have designed enemies that shot from points other than their center – attachments would work great there). What I DID need was a way to store arbitrary data per frame: specifically, the radius of a bullet, enemy, or player. “I don’t have time to add this to hug right now, it will take too much planning” I said, so in my moment of brilliance I ended up storing collision radius in the X component of an attachment named “radius.” Yuck. Problem solved, though.




I’d appreciate it if you’d try out my game and throw me a comment. Anything that helps me improve the quality of my games!

Entry page

Border Patroller (Working title)

Posted by (twitter: @De_Yuang)
Sunday, August 24th, 2014 8:56 am

The game:

Den of Thieves is jammin’ for the Ludum Dare #30! The game, currently called border patroler, is about protecting the world from the northern alien invaders. You shoot them. You shoot them all. Make sure to pick up powerups such as Homing missles and the Jimmy Hendrix Experience, or you’ll lose for sure!

The game currently has 2 enemies and 7 different powerups, but we might still add more. WIP/ final game will be up near the end of the jam.

The team:

“De Yuang” – Programmer

Turtana – 3D modeller


Unity Indie





About “Digital Toilet World” (which you want to play)

Posted by
Thursday, December 19th, 2013 1:52 pm

I was without internet access for most of the LD weekend – I submitted the game itself from a McDonalds in the middle-of-nowhere Wisconsin – so I wasn’t able to blog about my work on “Digital Toilet World” much as I developed it. So, I’m finally actually writing about the damn thing!

(Here’s the game’s page, by the way)


“Digital Toilet World” is an adventure game set in a virtual server world under attack by viruses. You are the cleaner, an agent of justice on a mission to purge the world of the viruses. Doing most of the actual fighting is your adorable monster companion. The catch? Your companion must poop often, and there’s only one toilet in the whole world. That’s such shit.

This is my first time actually completing a game for LD, and I’m really, really pleased with the outcome. As crude as the game appears on the surface, this is one of the favorite things I’ve ever made. I’ve always wanted to make a punk-style game similar to those by Porpentine or thecatamites, and LD was the perfect opportunity to do that. The game also takes some heavy inspiration from the game Digimon World for the PSX – a terrible but personally much beloved game with a hilarious monster pooping mechanic. I finally decided to add a touch of bullet hell gameplay on top of these influences, creating something totally unique.

I spent the weekend developing this in a vacation house in Wisconsin with some friends. I ended up not being able to start until noon on Saturday, and wanted to make sure I was in a place with internet access on Sunday with plenty of time to spare in case of mishaps, so this was really rushed, but it still feels complete. It could use some music, and if I make a post-compo version, I’ll definitely add some. There’s also a typo that still bothers me… please forgive it. In any case, this was probably some of the most fun I’ve ever had making a game. Watching my friends play test it and get worked up whenever they had to rush the monster to the bathroom was one of my most satisfying moments as a game dev. I don’t always get to see other people play my games, so it was a real pleasure to see them genuinely enjoy it. Positive feedback has been overwhelming so far, those of you who’ve already played it, thanks so much!

So, again, the game’s page on LD is here. I’d love it you’d tell me what you think! If you want to play more of my games, my blog, Sassy Echidna Software, is over here. Thanks to those of you who organize this event, and thanks to the rest of you for playing. Good luck in the judging, everyone!


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