Saturday, February 28, 2015

Awaken - full version release on Desura!

Hello everyone! Its two months allready since i pre-released the game on itch and few other places and took much needed break. During that time i ve been working on the game casualy as past two months was mainly about catching bugs, fine tuning of difficulty and polishing details. Now, finaly, this ride is over, or at least main part of it and im glad i can announce to you:

DESURA release on March 1st

It took a while, but game was finaly approved for Desura store and its kind of feel like crossing the finishing line for me. I hope you ll like this little shmup as the game got few positive reviews allready abd you can check them in press reviews list below.

Hope you ll enjoy the game as i was trying as hard as i could and i would like to thank you for all the support i got during the developement as every new watcher, comment, retweet, fb like helped me to finish this project.

Summary of changes and additions since prerelease:

  • Onslaught mode added
  • Boss alley mode added
  • Difficulty tweaks
  • Enemy hit indication enhanced
  • Added options screen
  • Optional fullscreen filters added (sephia & bloom)

You can get the full version below:

Friday, December 26, 2014

Pre-release and early access arrived!

Hello my friends! After 10 months of hard work i can finaly present fully working version of the game. Its still not completely finished, but demo contains enought content to give you idea what is this game about, how its played and most importantly it should answer the question: "is it fun?"

Along with the demo there is beta version aviable as well. If you like the demo you can support the project by purchasing the beta version of the game whitch contains everything except Onslaught game mode and one ship module. To make everything clear, all beta purchasers will receive link for full game when released.

There is still a lot of features im planning to implement in to the game in following month, to name a few:
  • Onslaught mode
  • Rework options and preferences
  • Possibility to control hangar menu with x360 controller and keyboard.(right now you have to use mouse)
  • full screen filters as unlockable rewards
  • difficulty balancing

Right now you can download demo here from indieDB or from itch. The beta is aviable only from itch at the moment.

Hope you ll like the new trailer, dowload the demo and let me know your opinions about the game, what you like about it and especialy what disappointed you. And in the case you enjoyed the demo you can support me by purchasing the beta version of full game and help me with my future projects this way.

Se you soon by the update!

Tuesday, November 11, 2014

Dev. Diary - finaly update

Hello everyone! I know, i ve been bad for not writing update for more than month now and im sorry about it. However i used that saved time to work even harder on the game and pushed it closer towards the release! Many game elements was reworked and the game has now three (almost) finished levels. 

If you are reading my updates regulary then it looks like there was not much done on the game in past month as first two missions were allready done, but as iam not a robot i still need some free time and in this free time(about one hour/day)i started playing SHMUP games and while playing them i realized my game is bit different and unfortunately not as enjoyable gaming experience as well known vertical shooter games.

Thats why i started thinking what can i do about it and was checking game "components" one by one and found out the problem is level design and thats why i delayed as i started reworking all enemy spawning scripts and even most of enemy behaviors. Fortunately, the time spent on this was worth the effort as first two missions are joy to play and i belive they offer well balanced and intense action. Third mission still got its flaws, but i belive i ll fix all the issues till end of this week and start working on fourth and final mission of the game. 

What else i added to the game? I changed the Kraken squad mechanic towards something more common(again i felt like reinventing wheel)and you can now fly your submarine in two modes. First mode is solo mode where you can zoom around pretty fast while firing your weapons in normal mode and you are allowed to fire torpedoes with aoe damage effect. 
The second mode is squad mode when you have your squad mates flying by your sides proividing additional fire power however slowing down your movement and probhibiting use of torpedoes as well. 
I took extra care to balance these two modes and make them as equal as possible however what i can see from play testing is that squad mode is more favorable for casual players or for begginers as it provide extra dps all time, however solo mode is great if you know what you do and torpedo hits in right time can be devastating for incoming enemy waves. Sure you can switch between these two anytime by just pressing the button and memorizing of missions and knowing whats effective and when to switch modes ll be key for scoring the top score.

Unfortunately im not sure about scoring mechanism at all and its pretty sure i ll have to rework it a bit, but im leaving it for next month as i want to build all the missions first and then i can always readjust with ease to fit with new scoring. I want new scoring to be as easy as possible as i realized most of the casual players playing famous shmup games dont even know there is some deep scoring mechanism running in background and its a shame as it can add another layer of fun to the gameplay. Unfortunately most of the shmup games fails to explain how scoring works to the majority of its players and im willing to take this challenge and im currently working on something that ll be clear to everone on first playthrough while providing extra fun while trying to compete for high score. 

Much more happened in past month, but as this is allready dreaded wall of text i ll end it right here and save some of the info for next updates as im intorducing monday/tuesday breaks for my self and they provide ideal time window for writing updates and sharing info with you.   

Thanks for reading and see you next time! 

Tuesday, October 7, 2014

Dev. diary - modular ship customization

Hello again readers! If you like firing high powered weapons, customizing your ship and use most of it by clever switching firing mode, then you ll like todays article. Again, the paragraph below first heading is bit personal, about game feel and why i decided to make such changes. 


Yes, last monday i felt like i just awakened. I realized that i cant afford to make content that ll be played through just once. I would love to make the game like good old Raptor where you flew through many stages, improved your ship over time to be able to take on harder missions and repeat whole upgrade circle again. That was idea i wanted to repeat with Awaken, but unfortunately this approach requires hell lot of content and as this project is one man show i can not provide that in adequate quality.


Thats why i decided to change weapon system idea that consisted of unlockable weapon upgrades that provided more and more dps. The problem with this system is that once you have few first upgrades unlocked there is no reason to return to earlier missions as you can fly through it with one hand on gun trigger and second hand wherever you want. That does not sound like fun at all and as addition it ruins scoreboard effort made earlier. Why would someone tried first mission multiple times to get that achivement for perfect run, if he can return later with upgraded ship to just anihilate everything by sight?

Thats why i decided all ingame weapons for given ship slot will have same DPS, but with different visuals and diferent style of damage delivering. While keeping tier 2 variants of weapons to use them as alternate fire mode, providing more firepower, but applying disadvantages(slow movement, draining your shield) to your ship when fired, to make player think carefuly when it is worth to use "siege" mode of each weapon.
With weapons working this way i can balance difficulty of achivements much better as with this system the "squid shredder" achivement in game first stage awarded for score of 50K ll be still difficult to achive for everyone and only player skill will matter.


Players reward will now come in form of whole ship parts and player is given the option to rebuild his ship, change how it look, and how it behaves on the battlefield. The modular upgrade system is allready implemented(however still missing interface)and working. There is not as much combinations as i would want, but i hope there ll be enought combinations to provide plenty of fun. The ship is composed from Front Deck, Hull and Drones and each part comes in 3 variants.

Hope you ll enjoy these changes as they enriched the gameplay a lot and i hope i ll be able to bring you beta version of the game within month or two.

Thanks for reading & until next time!