Hi, I'm a game dev interested in all sorts of action games but primarily shmups and beat 'em ups right now.

Working on Armed Decobot, beat 'em up/shmup hybrid atm. Was the game designer on Gunvein & Mechanical Star Astra (on hold).

This is my blog, a low-stakes space where I can sort out messy thoughts without worrying too much about verifying anything. You shouldn't trust me about statistical claims or even specific examples, in fact don't trust me about anything, take it in and think for yourself ๐Ÿ˜Ž

Most posts are general but if I'm posting about something, it probably relates to my own gamedev in one way or another.


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A lot of what I write about is my attempt to steer my own thoughts in the right direction while working on my games. I think, as a creator, you need strong beliefs to guide you because otherwise you will be lost in a grey sea. Gamedev and art in general are such vast, complicated things that they will swallow you up if you don't have conceptual buoys.

One such buoy I've been developing is the concept of staging in games. Now that I've kinda gotten a more solid idea of what it is, I've been thinking about how to apply it to my own game.

The central problem that I keep running into over, and over, and over again, and the problem I need to solve is the fact that you CANNOT TURN AROUND.

Mechanical implications aside, I think this is a very bizarre quirk of the game from an outsider's perspective. My prediction is that, once people play it, almost everyone will get annoyed by this random and seemingly abitrary limitation. The game they will see in their heads will clash with the game in front of them and they just will just assume that this limitation is some kind of mistake. Some kinda stupid quirk that I should have addressed.

So the question is, what do I do about this? Thinking a lot about staging and the idea of fostering a more intimate dev-player connection, I've decided that the only real chance I have of warming players up to this idea is to carry players though my design & thought process step-by-step as they play the game.

I need players to experience the direction lock in an environment they are comfortable with, then I need to gradually move away from that environment and introduce more and more unfamiliar elements. My delusionally optimistic hope is that by the time the game takes its final form as a top down beat em up/shmup hybrid, questions like "why can't I turn around?" won't even cross the player's mind, because they will internalize the reasons that lead to this design choice themselves.

So here is my idea :

  • Since the direction lock comes from shmups, I should start the game off as a shmup.
  • As the players go through the game, the shmuplikeness will give way to something more akin to a run n gun - there will be lots of shooting, but now against more dynamic enemies and with occasional Metal Slug esque melee.
  • Once the players are comfortable and settled into a shmup/run n gun, I can start ramping up the beat 'em up elements until eventually they overwhelm the shmup stuff.

This will, hopefully, create a smooth gradient of playstyles so that by the time we reach phase 3, players will know that it's a shmup with beat em up elements, not a beat em up with shooting. That isn't quite true, but it's the state of mind I want players to be in because it will make them more charitable to my design choices. (A fun side note I realized : Alien vs Predator arcade takes the opposite approach)

Thankfully since the game is a hybrid of the 3 playstyles from conception, doing this comes fairly naturally. Especially recently, since I've added an ammo system. Really all that needs to change is level design, scrolling type and the types of enemies I throw at the player - the player mechanics will remain identical with the only changes being how much ammo the player gets, and what types of ammo.

So ideally, it'll feel as smooth as the genre transitions in Sin & Punishment 2, while conveying my intent. It does help that shifting gameplay modes through ammo and level/enemy design is something I enjoy. Something like Resident Evil 4's campaign is an excellent example of that - its a bunch of different games stuck together so tightly and smoothly that people don't even notice any transitions.

The only way to find out if any of this works is to finish the game, because there is always a risk that I might make something for nobody.


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in reply to @boghog's post:

Oh no I think the shmup sections are still gonna happen on the ground rather than in the air, it'll create a smoother gradient. Though having one or two flying sections could be a fun way to mix things up

If I understood right, the article run by the idea that turning limitation are considered more ok in shmup than in btu, so the game will hide for a while as a shmup before revealing it's a btu.
Except, isn't it the opposite ? Yes, shmup is already an existing genre with similar turning limitation. It's also dwarfed in popularity by twin stick shooter that allow full control over the direction and the shooting direction, to the point I wouldn't be surprised if people considered than a shooter than doesn't allow to control in which direction the player shoot to be archaic. Meanwhile, BTU are a bit more popular than shmup IIRC, and while their directional restriction aren't as strict as your game, you rarely see side scrolling one allowing attacks on the side, even in game straying from the fundamental of the genre.
What I want to say is that not allowing to turn around in a btu is just substracting a few direction in a genre that doesn't tend to allow free 360n aiming anyway, while not allowing to turn around in a game with shooting option may be the thing you need to stage people used to shoot wherever they want even in 2D games in.
(even if you don't really care about theses people because you want to target a more hardcore audiance than rogue-like fans, then you're left with the question "are shmup fan open-minded enough to accept an action game without turning"; and honestly if they already play a genre with that characteristic I thinks that the answer is yes.)

It is subtracting only a bit BUT that little bit will make a huge difference I think. Cause it basically just means that instead of you only needing to turn around in order to use all of your normal moveset, you now have an angle from which almost none of your moves work which enemies will take advantage of to some extent. If enemies never got your sides/behind you then I think it'd be an easier sell, but they do! Hopefully I'm wrong though, we will see. Either way doing a seamless mix of shmuppin and bmupping should be fun, even if its not that useful practically

I have a similar problem with my game. It's a scrolling game with two directional movements (like an horizontal schmup). The player can't move left and needs to use ressources to do it. At first it was time, you had to wait, now it's a move with some cooldown

During playtest, most people found it really akward at first. The mainstream gaming audience just ditched the game quickly while the more hardcore liked it at the end of the demo.
Surprisingly, most casuals were positives because they just accepted it as a fact and did not questioned the design choice at all. They took responsibilities for their failures and didn't blamed the game mechanics.

The main issue I had in fine was that failure was sometimes inevitable because players used movement without thinking to the restriction and were trapped in a death situation. I think that's what most of the players didn't like. Being quirky is something that defines indie games for a lot of people, so they accepted it quickly, blaming the restriction when they died because of poor movement optimisation and positionning.

I arrived at the same conclusion as you mostly. I tried to create a new character that is easier to play and have an emphasis on this mechanic that will be a "Novice" mode. I had already planned to have multiple characters, I don't know if that's your case ^^

I like your solution, it's more "natural" but won't it alter the game length and balance between gameplay "modes" too much ? ^^

Good luck with your game :)

It shouldn't! That's partly why I'm happy with this solution cause it jives well with the mechanics I already have and shouldn't feel too much like a gimmick. I like designing & playing all genres mentioned too so none of it will feel like filler to me ๐Ÿ˜Ž

Nah it'll work, during your YT streams I noticed this was going to be a ''only move forward no going back'' type game. For me this creates quick decision making on who/what enemies to take out, how to progress further, screen or is that ''resource'' management of how you (the player) handle what is going on in game. This and Mechanical Astra are gonna be my fun games to play =).