[devlog] Zone of Lacryma (story-arcade-shooter) - oophok

Show us your works in progress and request feedback

Post » Sun Oct 11, 2015 10:26 pm

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Hello everyone!

I'm an indie developer that has been working solo on Zone of Lacryma for the last year.

The game is inspired by the shmup genre, but has several different mechanics that make it a bit different than your usual bullet hell.
Througout the story mode you get points that you use to ugrade your ship, customizing it to the way you prefer to play.
Also, because of it's movement mechanics (you can go slower or faster than the default scroll speed) it's possible to do speedruns.

The game is in closed beta right now. It has 7 levels with 2 boss fights.

If you are interested in being part of the closed beta, let me know and I'll send you a steam key ;)

http://store.steampowered.com/app/496540
http://www.oophok.com

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Hey there everyone!

Zone of Lacryma (project 2ws) is on steam greenlight! Help with your yes vote <3

http://steamcommunity.com/sharedfiles/f ... =603662361

Try the demo on Scirra Arcade here:
https://www.scirra.com/arcade/shooting- ... cryma-7216

version history
    0.5.0 - apr 29
    greenlight - jan 19
    0.2.0 - oct 20
    0.1.0 - oct 12

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And some screens from the game for your pleasure:

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*original post*

I decided to take a break from my main game project, and work on something completely different that could be "completed" in about 2 weeks.
The main core of the game is already there, but im still looking for feedback.

After all the feedback I got, I decided to turn this into something a bit more polished... maybe even a full game. I would still want to keep this "simple" enough to finish in under 2 months. After all, I still have another project to go back to! hahahaha. So please, if you have any feedback, send them in!!


OLD SCREENS

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Last edited by fremachuca on Mon Oct 31, 2016 5:47 am, edited 21 times in total.
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Post » Tue Oct 20, 2015 5:46 pm

Scirra Arcade updated with version 0.2

- balance tweaks
- UI tweaks
- controller type selection
- map screen
- 3 levels
- basic story introduction
- dialogue system
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Post » Wed Oct 21, 2015 1:45 pm

Great game, sorry I busted your highscores table... :oops:
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Post » Wed Oct 21, 2015 10:06 pm

Very entertaining game, with very solid gameplay and clear design, that help too to minimize the download size. I have found the menu transitions a bit slow (main, store and map), specially when you want to play again :)
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Post » Thu Oct 22, 2015 12:44 pm

I really enjoy the minimalist look of this game.
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Post » Sat Oct 24, 2015 5:34 pm

Glad you all like it! Im doing some tweaks and will upload a new version o monday!

@magistross it seems @aritz stole some of your scores ;)
btw, what did both of you think about the difficulty? too easy? and after upgrading everything?
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Post » Sat Oct 24, 2015 5:44 pm

The difficulty curve is a bit steep. Took me a few tries to even beat the first level. But then you get to unlock upgrades and what not, so it evens out... altough, I find that the energy depletes a bit too fast with the fully upgraded laser beam rate of fire.
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Post » Mon Oct 26, 2015 10:09 am

If they are going to be the first 3 level in the final game game, they are difficult. As mentioned Magistross, when you start purchasing it is easier, but the problem is that you get all improvements very quickly, and the game it is not the same. But I like the on map shop idea. Another option would be to unlock only some upgrades on the shop when you complete a level, or simply using a traditional lineal method like in Xenon 2 (level1, shop, level2, shop...) without a map.

Maybe you can make the game easier, using the analog sticks and the mouse position (Tyrian), and lowering penalization when you collision with the scene walls.
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Post » Sat Oct 31, 2015 1:21 pm

Thanks for the feedback @magistross and @aritz
Yeah, the levels are a bit on the hard side for the start of the game. Ill definitely tweak them for the final game, making the curve a bit smoother.
About the upgrades, right now, they are all available as you start. But what I want to do is make them be unlocked as you progress, giving more time for the player to get used to new abilities.
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Post » Fri Nov 13, 2015 7:52 pm

This is really cool, really like the minimalistic visual design, and the music.
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