NokiMo
The Electric Underground
The Electric Underground

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House of Bullets Patreon Beta Starts NOW! Stage 1 Release 1

*Update - Just Released a New build that darkens the background (version 1.1)*

So here's a quick run down of how all this works!

I am developing this shmup with the hope of completing it within a year (and am sincerely going to work towards keeping up with development). 

I am going to release individual stage betas for Patrons to play test and try out!

I am really happy to hear everyone's feedback and to watch gameplay footage of patrons trying the game out, this is like playtesting as development happens. However, even though I am going to keep a careful log of all feedback that I receive, I am not going to make a ton of balance changes right away. Instead, what I am going to do is absorb everyone's feedback and try to use that to guide the development while still trying to keep of the vision of the game true. During this beta process I want to try to no be too reactive, but not closed minded to suggestion either, but keep in mind that the full experience of the game cannot be felt until all the stages are completed, this is when most of the heavy revamping and balancing is going to take place. 

As a thank you and cool perk to the patrons, I am going to include the names of all patrons who support the game during 4 months of development in the credits! The homies and illuminati will have their own sections in the credits :-) 

So a basic rundown of what House of Bullets is to those who don't know the design philosophy. HOB is all about having a shmup that basically never stops, there is pretty much no downtime, extremely small transitions between stages, and a full enemy onslaught at all times. There are also MASSIVE WAVES of enemies. I am 100% confident that by the time this game is finished, it will easily have the highest enemy count in shmup history.

 Even stage 1 HOB is not for the faint of heart and is actually pretty dang difficult. However, I am going to be working really hard to give players really cool training tools (such as the checkpoint wheel) that make practicing the stages less frustrating. Later on I do plan on adding a milder difficulty mode called "Human Mode," but these initial stage betas will have the "true" game difficulty. Also don't let the difficulty of stage 1 scare you too much, as the stages are meant to be just gradually more difficult as they continue. The way the difficulty curve goes is instead of starting at 1 and ending at 10. It starts at 8 and ends at 11 XD


System wise the game is straightforward (for now...)

-You have lightning (concentrated shot)

-Rapid sword (rapid shot)

- and Big Ass Slash (bomb)

The character's movement speed is nice and fast and even the lightning speed is quick. The rapid sword is both powerful and shoots wide. Basically I have made the character OP as hell ha. 

Don't worry too much about the scoring at this point. The way it works for now (though it's not fully developed) is that the more bombs you have in stock and the higher you stand on the screen, the faster your points increase (plus getting points from killing stuff of course) I do have some ideas for additional changes to the scoring system, but for now don't worry about it. 

There are also a BUNCH of dev tools included 

Q = Fast forward

W = infinite health

E = Screen Jump (jank checkpoints)

P = Pause

Space = instant restart (very handy, basically a load state)

and B = Checkpoint wheel (pre-made save states!)

Control and ENTER = Fullscreen toggle

 Also, if you want to buy the soundtrack do check out Schmidt's! bandcamp!

https://bagofschmidt.bandcamp.com/album/house-of-bullets-demo-1-soundtrack

if you have any questions feel free to ask, I'm sure I will be updating this post as we go. 

THANK YOU SO MUCH FOR SUPPORTING THE CHANNEL AND UNDERGROUND

Sincerely,

Mark MSX

Comments

Hey fair enough!

RiffMason

Yes the movement speed is a bit quicker then you will usually find in other bullet hell, I might add another movement speed option actually, I have been thinking about it!

The Electric Underground

Just gave this game a go today, and the game is really really fun, looks good and the music is really good too! I've just played with a keyboard so far and would have to second that the movement speed being quick feels good but that it also feels a little too quick and a bit imprecise when trying to navigate through the tighter bullet patterns. Specifically, when I'm trying to navigate through the big pinkish red big bullets coming down in waves, I'll just sprinkle a tap of left or right to try and fit into a gap between two bullets only for it to veer too far to the left of right (in a way that doesn't quite feel proportional to the length of the button press) and then crash straight into the adjacent bullet which feels unfair. Honestly though otherwise this is really fun and I really enjoyed it a lot, you're onto a winner for sure.

RiffMason

thanks my dude! Yes I might add a hitbox indicator when concentrated, it's really easy! good idea. Also keep an eye out because I have a big update to the game here very shortly

The Electric Underground

Finally got a chance to try it out. Its awesome to see you making a game for real! You weren't joking about the difficulty lol. The visuals are really cool too, I like the aesthetic for the player character and his skills. Do you plan on making a hitbox indicator and 'ship options' for different speed and shot types? I'm excited for where you can take it and of course I wish you great success in making something you can be proud of.

L

Do both Mac OSX and Linux to expand play tester reach.

JBRPG

Yeah I might have to tweak the background coloring a bit, maybe darken it, that would probably help a lot. That should be a pretty easy fix. I did add that audio cue to say "lightning" before the blue birds, so hopefully that helps. I can see how the bomb animation obscures the view a bit, but the good news is that you are completely invincible during the animation so you should be able to stroll through all enemies and bullets. I'll double check that just in case.

The Electric Underground

I think gamemaker can do that automatically? Which build would you like :-)

The Electric Underground

Great to see a playable build Mark! Here's some thoughts that stood out on first few plays: Hitboxes feel a bit chunky. Seems the spacing between bullets and the amount of precision movement could be tweaked to feel a bit more precise. Felt like I was hitting those red curtain rods a lot even though I thought I lined it up. The red rods were indestructible from bombing, but the bomb is a similar color and obstructs the view a bit. Took me a while to realize what to do with the blue birds, or even that they hit me. Kinda didn't see them very well. The good news is I wanted to play more, but honestly I was dying a bit much than I would like to to want to keep going on. I think I'm pretty decent player and like challenges so if it's tweaked a bit I could maybe survive long enough to get my adrenaline going. Kind of felt a bit like Score-Rush-meets-DDP, which I like. Really immediate, no dicking around. Some tweaks and some scoring elements added in and I definitely think it will be a lot of fun. Bonus unsolicited feedback. Something about the music really got in my head in a good way. It made me want to get in a groove, which perhaps made the dying even more painful than usual. I find there's a balance between adrenaline and flow state and pacing is important to manipulate the players emotions. Just thinking out loud. Hope some of this helps and love to see where you take it!

NeonDaggerGames

Have you considered exporting the game for Mac OSX and Linux? Would be nice to try for other computer platforms.

JBRPG

Yes I'm seriously considering adding a pure slow button (that would be on a) that would allow the player to move even slower then just with lightning, as I want the player to be able to macro around with lightning to some degree (like in ddp). Yes on the start spawn I'll push the player back a little bit.

The Electric Underground

Oh yes the red bullets are intentionally invul to bombs, they are basically stage hazards like you get in hori shmups. Yes the blue birds are brutal, basically they are invunerable to shot but will die to lightning, that's why I added that little ding that tells you to lightning ha. I hope that comes across to the player but I am willing to bet on a first playthrough it will be a nasty surprise.

The Electric Underground

it is ha

The Electric Underground

awesome!!

The Electric Underground

Nice Music, I would spawn on the lower half of the level as oppose to the dead center, since the enemies are right next to me when I start, but other than that I enjoyed it. Main character is quick which is great, not so great when squeezing between bullets. It diffidently feels like survival in this game, looking forward to more. Main Character makes me think of Alexander Anderson from Hellsing

Lost Ark

The red bullet wave seem indestructible when using the bomb , but can destroy the other bullets. Yet using the bomb can make you invulnerable and can pass through those wave of red bullets. I managed to get to I think the boss after 8 tries. It looks like it walks off the screen and that the end of the game. Nice background, maybe a little bit more contrast compared to enemies. The blue bird enemies come in fast from both angles don't know if a small anticipation before they attack would help.

Lost Ark

This Game is Intense

Lost Ark

I'm looking forward to trying this out later tonight :)

Ben Bishop


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