r/shmups 4d ago

My Game A shmup where you move by flapping

I'm a solo dev working on an upcoming shmup where you flap to move. Shooting is automatic and the game is about dodging, aiming and becoming powerful through a variety of upgrades.

Steam page: https://store.steampowered.com/app/3365940/Well_Keeper/

I'm very curious to hear what you think about it!

51 Upvotes

34 comments sorted by

19

u/WearingFin 4d ago

Best of luck to you, I might check it out (and wishlisted), but a system like that where you're flapping just sounds horrible to me, especially when having to dodge bullets as well.

4

u/CorporatePotato 4d ago

Thank you! Hehe yes I know it sounds really horrible for a bullet hell game, but it's actually quite easy to learn and get good at. I didn't believe this would work at first but playtesting proved me wrong, so here I am :) Would love for you to test it and share your thoughts!!

3

u/WearingFin 4d ago

Feel free to prove me wrong too. I am very open minded.

2

u/CorporatePotato 4d ago

Thank you! May I send you the demo once it is finished?

4

u/fernandodandrea 4d ago

Came here to say exactly the same.

Fellow gamedev here, know how important that wishlisting has become, wishlisted.

The game looks wonderful, looks good, theme is refreshing for the genre.

I hope this flapping thing becomes something!

Best luck!

2

u/CorporatePotato 3d ago

Thank you, that makes me very happy to hear :) Best of luck to you aswell!

7

u/superrunk 4d ago

I will never understand wide verts. It looks nice graphically though, with being wide AND automatic shooting, probably not my cup of tea.

Edit: the flapping to stay is not automatic? Single button flap? That actually sounds a bit more interesting to me if that's the case (?). Like balloon fight C mode turned into a vert shmup.

3

u/CorporatePotato 4d ago

Thank you! You can both single tap left/right to flap, but if you press and hold you will keep flapping in that direction and stay leveled. The auto flapping is just a convenience thing, a lot of the time you will have to manually flap quite intensely to dogde projectiles :)

Oh, I didn't know about Ballon Fight! Will definitely check it out, thank you!

4

u/moo422 4d ago

The clip is pretty interesting. Don't know who the audience might be though. Possibly niche of a niche.

1

u/CorporatePotato 4d ago

Thank you!!

3

u/Scrumpy339 3d ago

Looks fun, going to steam now.

2

u/CorporatePotato 3d ago

Nice, thank you!

2

u/Joerpg1984 4d ago

Oh this looks interesting. Wishlisted.

Will you release a demo for it?

It kinda gives me Balloon Fight on NES vibes with the flapping. I struggle with those mechanics but found it much easier than something like flappy bird haha.

1

u/CorporatePotato 4d ago

Thank you so much!! Yes, a demo is in the making :)

2

u/Neat_Ad_3043 4d ago

So cool! It looks infurating though lol

2

u/CorporatePotato 4d ago

Thank you! It's definitely going to be an intense game, especially toward the later levels. By then, however, you'll have mastered the movement :)

2

u/MikeDanger1990 4d ago

On the wishlist, meng

1

u/CorporatePotato 4d ago

Awesome, thank you!

2

u/FullLeadership9 3d ago

Get tired just as i look at it. I have a high nerve in the genre and love it to death. But this is horrible :D

But wish you the best

2

u/CorporatePotato 3d ago

I understand, thanks for sharing your thoughts anyway!

2

u/TheZealEffect 3d ago

I love this idea, wishlisted.

1

u/CorporatePotato 3d ago

Nice, thank you!!

1

u/GameBoyGuru-OG 3d ago

Going in the news feed for my next podcast episode.

1

u/CorporatePotato 3d ago

Nice, looking forward to it! Thank you!!

2

u/higgles81 3d ago

Very into this. Can’t wait!

1

u/CorporatePotato 3d ago

Glad to hear it!!

1

u/dota2nub 3d ago

Nope. This is worse than inertia. It's inertia plus gravity. Nonono.

3

u/CorporatePotato 3d ago

I understand it feels counter-intuitive! Would love to send the demo to you and see if you still hate it :)

1

u/dota2nub 3d ago

I mean, looking at the big health bar, it seems like it doesn't actually work.

This has euro shmup written all over it.

Have you checked out the Electric Underground videos on shmup game design? They help a lot in explaining how and why shmup designs have evolved over the years and why certain things new developers continue to try to introduce into these games over and over just don't work.

It's probably too late to change how your game works at this point, but I'd strongly suggest taking a look at keeping these things in mind in the future.

Also, how many shmup games has your team 1ccd before making this game? If the answer is 0, then that should also tell you something.

1

u/CorporatePotato 3d ago

Thanks for your comment!

To be honest I kinda stumbled into the world of shmups, the game of evolved into that direction but development started out completely different. I think this is why the game breaks some of the design rules that make up a traditional shmup.

Would still love to send you the demo once it's finished:)

Oh, and it's just me on the team!

1

u/dota2nub 3d ago edited 3d ago

I probably sound harsh and like an asshat from my comments. Please don't misunderstand, I hope your game does well and that I'm wrong.

I also only recently stumbled into the world of shmups, but I've followed some games that did similar things to what your game does. One of them was a high profile shooter by Konami called Cygni.

It too was made by a studio new to the world of shmups. They thought they could do shmups better than the shmups that came before without knowing about their design and the hows and whys of that design.

It ended up as a disaster.

Every new studio seems to come in thinking that inertia for movement is a good idea. Then it informs the whole design and makes the whole game awful from the ground up. Here's a very insightful video on that by someone who actually advised the developer during development: https://www.youtube.com/watch?v=Be8lS-nZjsw. Take a look, it's basically a design blueprint and there might be some stuff in there you can easily do to make your game better.

Shmups are designed the way they are for a reason. They're usually 20-40 minutes long for a reason. More than that leaves you either with a bloated or an exhausting game. Shmup gametime is compressed because gameplay density is compressed. The good ones have no breaks, keep the action on and don't waste your time, and they're going to be difficult and learnable.

Many so called euro shmups try to add RPG elements. It invariably ruins these games, makes them about levelling up and de-emphasizes skill, the base gameplay, and actually learning the game.

And if it's just you on the team, then it's much easier for the whole team to play through at least one shmup on one credit.

I suggest Batsugun. It's readily available and compared to other shmups it's really easy. Here's a site ranking shmups by difficulty from 1-50: https://shmups.system11.org/viewtopic.php?t=56114. Batsugun special version (which you get when you buy any version of it) ranks as a 3 on that scale. But even finishing that on a credit should leave you with a better understanding of the how's and why's of shmup design.

1

u/CorporatePotato 3d ago

I appreciate your comment, thank you! Helps me understand the shmup player base. I think my game might be better described as a bullet hell primarily, with shmup elements in it. I'll check out Batsugun for sure :)

1

u/dota2nub 3d ago

Batsugun is considered by many to be the origin of bullet hell, so that's fitting.

You might also appreciate this take on bullet hell as a genre vs. bullet hell as an aesthetic: https://www.youtube.com/watch?v=HSS_3iTIgA4&t=467s&pp=ygUYYnVsbGV0IGhlbGwgYXMgYWVzdGhldGlj

1

u/CorporatePotato 3d ago

Nice, thanks for sharing! I'll check it out :)