Monday, October 9, 2017

October 9th weekly update! Usagi Star tech demo released!

Hello everyone!

Whew! After a couple of days of staring at the Unity editor I finally have a demo of Usagi Star for you all!



It's on itch.io right now. It's a secret link so I haven't published it yet just so I can do some last minute fixes if anyone finds anything game breaking so you all will be the first to play the game! Seems like there was some trouble with the link when it still classified as a draft. I should have been able to send it to people with the link but the download itself wasn't working, so I just decided to make it public. Sorry if anyone ran into any issues with that.

A few notes:
  • I didn't have time to map the menu buttons to keys so you'll have to use the mouse.
  • Controls: 
    • Shoot --- Space bar
    • Move --- Arrow keys/ WASD
    • Quit   --- Escapee key
  • "Sex drive" system: When you pickup the spiral power up, Usagi's arousal bar will increase until she reaches orgasms. When she does, you gain a point of speed up to a total of 6 indicated in the HUD. The mo points you have, the faster you'll go. However, getting hit removes a speed point so you gotta be careful about it too.

I also made some promotional art, as well as a game over CG for the demo. I completely forgot to draw for the correct aspect ratio for the CG though so unfortunately I had to try and fit it in on the screen. But at least it's a mistake I made and solved before I made a bunch more for the game haha I'll include the 2 pics I did below the post.

Anyway that's about it for me, I;m gonna go get some sleep lol. Let me know what you thought about the demo and feel free to leave comments, bug reports/ problems, or any ideas you might have for the game.

Thanks for playing and I'll see you guys next week!

Usagi Star Action Pose

Game Over CG

PS: I forgot to add Usagi's tail in the action pose xD I'll fix that up later


5 comments:


  1. Very nice! The game plays smoothly and I didn't come across any bugs.
    There is a small glitch that happens on the letters in the main menu buttons. You should check if it's a problem with the animation or not because I had similar problems with pixel animation in Unity and I might be able to help you fix it.
    I really like the artstyle and the animations. The bgm is nice and it doesn't get annoying, so well done on that. I was wondering, what instruments are you using for your music?
    The game isn't very difficult as it is right now, I managed to finish it in the first try, and it wasn't hard to complete it even if I chose not to pick up the powerup.
    The hitbox of the player and the enemies seems to be a bit too large compared to the sprite and sometimes it looks like a bullet hit something even if it doesn't feel like it should. You can see that in lot of games like this one, the colliders are intentionally made smaller just so that it never feels like you shouldn't have been hit by a bullet when you did. It can really reduce the amount of those "Bullshit, that didn't hit me!" moments.
    Also, there is no actual reason for the player to kill enemies since it's easier to just fly around them and not risk taking damage. This would be solved by adding some sort of score or a chance for enemies to drop health on death.
    Also the enemies seem to always spawn in the same spots which really takes away from the replayability, especially since it's not that hard to implement random spawn positions.
    One thing that is weird to me is that there is a h-scene that happens after you lose, when in my opinion, you shouldn't really want to reward a player for losing. About that, I'm not sure if this is a bad thing though because I've seen this in a lot of other h-games so I guess that's just a thing that happens in that genre.
    It would also be better if ESC sent you back to the main-menu instead of exiting the game completely.

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  2. Thanks for playing ^-^
    - As for the menu buttons letters glitch. Can you be more specific? I'm not running into any problems on my end.
    - I didn't make the music for the game. I got it from Sakagami Souichi(Trial & Error) on dlsite since I'm not a musician haha They're royalty free and I like his tracks but I'm not sure if I'll keep them in or try to find someone to make custom music for the game yet.
    - Yeah the game isn't supposed to be too difficult at the moment since mostly the demo was to just test implemented features. I will be adding in more enemies that are a bit more dynamic, like they shoot at the player's position rather than just forward.
    - I definitely need to go and resize some of the hitboxes so I know what you mean there. They should feel a lot more fair in the next update.
    - Yeah currently right now its much more efficient to avoid enemies since they can only shoot forward. That should naturally work itself out as more dangerous enemies are introduced and provide too much of a threat to just avoid ( enemies that charge at you, shoot at your position, etc). I was thinking of having item drops be random, but I think it'd be better if I did it like Gradius where red colored enemies were guaranteed to drop powerups, but were always surrounded by enemies so you had to deal with them first. I feel like it'll be more directed and won't leave things up to luck. I might add in a score system just for fun.
    - As far as random spawn points go, in a game like this I actually want to keep it more linear. It'll make more sense when the game is more complete since there will be more story direction, and more enemies that create specific scenarios for the player to get through. If it was always left up to chance, it might create unfair scenarios or ones that just aren't fun to get through.
    - As for the H-scene, the game over ones won't be the only ones in the game. Beating the level will show story CG's that will mostly include h-scenes and these ones will have actual dialogue and progression. Plus beating the level will also unlock the game over CG for that level in the gallery anyway so there won't be any incentive to just lose on purpose in the full game. The game over ones are there to give more context to the situation and some people like seeing the heroine in a situation where she loses so I wanted it to be there for them if they want to imagine it. But I do see your concern and don't want to make a game where all the h-content is locked behind game over screens haha
    - I though of this too, but I will be implementing a pause screen later that can take you to the main menu if needed. The escape button is more for "uh-oh someone just walked in" moments haha
    Thanks for all the feedback ^-^

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    Replies
    1. The pixel glitch is a weird thing that Unity does when rendering pixel animation, it might not look the same on every pc though. I would send you a video of exactly what I'm talking about but I'm not sure how to do it here. Do you use Discord or any other chat service that I can contact you on?
      About the music, I'm sort of a musician but I've only recently started composing music digitally so I have problems finding instruments that sound professional. That's why I asked.
      Also about exiting, you've just reminded me, I was gonna say in my first comment that the game shouldn't fade to black like that when you exit and should probably just disappear instantly because of the "uh-oh someone just walked in" moments

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    2. Ah okay gotcha. I don't think blogger has private messages though. Could you send me your discord username on tumblr or something?
      And yeah sorry I couldn't be more help with the music.
      That's a good point on the quicker exit though. I'll make sure to change that in the next update.

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    3. Got it. Sent you a message on tumblr!

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