Neon Diver (beta ver.)
A downloadable game for Windows
Controls
Move: WASD/Arrow keys/Analog stick or D-pad
Shoot: Z/Space/, key/A button
Bomb: X/. key/X button
Focus: Shift/(forward slash) key/L button/R button/B button
Pause: Esc/Start button
Autofire can be enabled in the options menu.
Story
It's the end of 20XX.
After a prolonged attack on Earth, the hivemind Mavi are successfully driven back by the pilots of the Emerald Bullet spacecraft. As they flee back into space they leave an enormous cube at the bottom of the ocean. This mysterious Vault seems impossible to open, but it attracts the attention of other aliens, other victims of the Mavi's attacks, in the hopes of finding something that can help them turn the tables in their own war. The Earth is now the point where all the cosmos converges, bringing all their own suffering with them.
Patrick Eagleheart was one of the Emerald Bullet pilots in the first Mavi attack, but was shot down during the battle. Brought back from the brink of death his heart had to be replaced with the core engine from his own spacecraft, and he now spends his days facilitating relations between the numerous aliens who come to Earth in search of vengeance and retribution and peace and healing.
In one such case the soldiers and scavengers of Umbria arrive, determined to keep the Vault from being opened at all, but they aren't all in agreement. Some want to find the keys to open the Vault, and the group begins to splinter. Declaring he won't allow anyone to open it, one member of the team escapes into the ocean, directly towards the Vault.
Using the core engine in Patrick's heart as a base, the Emerald Star Research Facility has developed the Neon Diver suit of armor for underwater traversal and combat. With this, Patrick chases after his new friend.
Why would they suddenly go after the Vault? What does he know about it, and what's really inside it? Is Earth really doomed to a future of fighting and bloodshed?
Credits
Game by cobalt_ex
Tools used:
Aseprite (art)
Famitracker (sound and music)
Godot 3.4 (programming)
Dialogic plugin
Font credits are in their respective folders:
manaspace, november, pixelfj8pt1, ponderosa, silkscreen, yoster-island
Misc Notes
I probably won't work on it any more than this, right now it's functional enough and I want to move on to other things.
Included are both the exe only file and the full project file. The exe only version is smaller but should still work fine, the full project is just the full folder I was working in just in case the exe is missing something. The full project should still be openable in Godot 3.4, so if you're programming-inclined I hope you'll look at my disgusting code and become inspired to hone your own craft.
Patch Notes
Added score items dropped by enemies, this can be turned off in case something breaks but is enabled by default.
Player now has 1 second invincibility after losing a life.
Adjusted the position of one of the final bosses attacks to hopefully look how it's supposed to, adjusted the first attack of the first boss to be easier to read.
The final phase cutscene and game clear cutscene no longer overlap.
Adjusted some of the menu buttons for better functionality, Enter no longer pauses so the pause menu buttons should work correctly now.
Added enemy hit sound.
Status | Released |
Platforms | Windows |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | cobaltexe |
Tags | Pixel Art, Shoot 'Em Up |
Comments
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Just gave it a few tries and produced a(n unlisted) superplay video:
I was hoping for no miss, but I get tagged trying to find a better shot angle on the final boss like a real dunce. I don't think this reduced my score, though.
From your description it seems like you may be done with Neon Diver, but if you want to return to shmup design one day, here are review-ish notes I've taken from my play.
Gameplay:
Neon Diver is easy, simple, and short. None of these things are bad. Simple and short is kind of a necessity for a hobby project, even.
But it's also fairly passive, which is not ideal - in my opinion, anyway. There are lots of moments in my superplay video where there's nothing for me to do because there's nothing on screen to interact with, or nothing to change about my current strategy because it's going to keep working for the next 20 seconds.
There are ways to solve this without increasing the difficulty. Take the multicolored bullet waves that I back off from in the middle of stage 2, for instance. If the player had increased firepower width and if enemies dropped pickups (even just score pickups) on death - these two things sound like they'd make the game easier, but a superplay would be forced to either swoop back and forth to collect pickups, or feather the shoot button to avoid defeating enemies when they're not directly above. As it stands, I just sit in the bottom-center of the screen with the shoot button held down instead.
You can also force the next enemy formation to come in the very moment that the previous formation is destroyed, which would remove most of the "nothing on-screen" downtime. This has little effect on players that aren't confident enough to hunt enemies down quickly like I am, but gives me more opportunities to score (or die) as I rush through more formations before the boss's scheduled spawn time.
These examples are just things from the top of my head that I've seen in other shmups (Crimzon Clover, mainly), but I'm sure there's plenty of other ways to keep the player busy without making the game too hard.
Oh, and there's no mercy invincibility on respawn, which is a little strange.
Other:
Neon Diver's main omission as far as audiovisuals go is "a sound that plays when you're hitting stuff". The orange explosion sprite stands out nicely, but it's best if I can tell when I'm shooting something without even looking.
Due to how few different bullet/enemy sprites there are, sometimes enemies surprise me by having more HP than I expect, or bullets surprise me by acting very differently from other bullets in the same attack formation (the first boss's first attack is the only example I can think of off the top of my head right now, though). Just a palette-swap would make these things a bit easier to understand.
The look and feel of Stage 4 is my favourite part of the game. The big change in music and background make it clear that it's the final stage from the moment you start, and the bullets coming in from offscreen later on is a simple and effective way to sell the feeling of "approaching an extremely dangerous weapon from afar" and also play on my nostalgia for the older Touhou games that liked to use the "bullets with no apparent enemy shooting them" kind of thing.
Finally, some bugs that I noticed:
The pause menu doesn't seem to actually let me quit, so I've just been using the top-right X to restart my runs.
The bomb button seems a bit finnicky? I've been making sure to let go of shoot and double tap it when I need something behind me destroyed. Might just be user error.
If you're aware of how to do the final phase of the final boss and go for it immediately, you can overlap the cutscenes (as demonstrated in the video)
Oh these are really good notes, thanks!
I didn't want to add score pickups to avoid making a lot of visual noise but I think I agree with you regarding how passive it feels, there's a lot of space between waves I wasn't sure how to fix. At least not with twice the number of enemies, or being able to time the waves better. Maybe I'll just put some in and see how it feels.
Scoring in general is something I'd like to make more interesting in another game, since it's finite at the moment and I don't think the highscore even works probably. It certainly doesn't save.
As for bugs, there's probably something I overlooked in the pause menu but I have no idea what causes the bomb button to get stuck. The keyboard controls also get stuck on diagonals. Those are things I'd like to iron out a bit earlier next time. I might be able to fix the mercy invincibility with just another timer though but we'll see.
Thanks again for the feedback!