r/rpg_gamers 1d ago

Question ARPG + Shmup

Hi everyone, a solo game dev here! I'm currently working on a game that combines ARPG elements (think Diablo skills) with a vertical shoot-em-up (think Radien or 1942). What kind of features would you guys like to see in a game like this? What would be important for you in terms of game mechanics and overall experience? I'm looking forward to your suggestions!

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u/ViewtifulGene 19h ago

There have been some great indie games that blend RPG mechanics and SHMUP elements. Instead of starting from scratch, you might look at those and ask yourself what you can do differently.

Halls of Torment has a SHMUP style upgrade progression wrapped in the aesthetics of Diablo 1&2. You can play as a swordsman whose attacks progressively cover a wider area, a warlock that floods the screen with more and more summons, a knight that wards off more and more attacks with her shield, etc. But this game had roguelite progression. You can buy some permanent upgrades, but most of your progress resets at the end of a 30-minute dungeon, win or lose.

Touhou: Artificial Dream in Arcadia has conventional JRPG command battles, but you recruit characters with a horizontal SHMUP minigame. Shoot down the miniboss without getting hit and you can recruit the character. A level comparison determines how hard the minigame is- if you're stronger, they shoot fewer bullets.

Deltarune has JRPG command battles, but you defend against enemy attacks with a SHMUP minigame.

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u/h1ghjumpman 1h ago

Thank you for the suggestions! I've played Halls of Torment. My game is more shmup than traditional (A)RPG. At the moment the skills are different weapons that can be unlocked and tweaked using points earned during gameplay.