BABOOM - A schmuplatformer.

AlexVsCoding

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  • Posts: 153


What is Baboom?

Baboom is a Schmuplatformer*

*Schmup + Platformer = Schmuplatformer



What inspired you to make Baboom?

The reason for developing the game has come from a lack of satisfaction with vertical platformers (upwards movement I should note, Downwell is superb). They often feel clumsy and falling down and losing progress rarely feels good. Shooting platformers in particular handle poorly, where juggling not falling off and killing enemies tend to clash (Particularly on mobile where axis shooting isn't often an option).

My solution for worrying about shooting was to make firing a default, adopting the schmup function of constantly firing. This on mobile allowed me to focus on player movement and save 1/4 screen space for required buttons.

This combined with my messing around with a minimalist bullet hell at the time made it clear that a bullet hell platformer was the way forward for the project!



What platforms do you plan to release this on?

As with my previous projects, I'll be primarily be launching on iOS, but will be looking at doing a browser version of the game. On top of this, me and Katy will be designing an arcade coin-op cabinet for the game that we'll be placing in local pubs/venues. As with the rest of my projects, I'll be considering android but until Google Play improves it's curation systems for indies, there's not enough incentive to release there. Other platforms would be dependant on how this goes and possibly would involve rebuilding the game in Gamemaker.



What is your timeline for the project?

It has been 6 months since I released Corporate Salmon, so there is a matter of urgency to get this project done as fast as possible. I'm currently working to get the majority of the work done by May, with the intention of submitting it to Apple early to mid-June (Release July). Apple has introduced a pre-order system which I may investigate adding it to there to create a tangible deadline to finish the project by.

Where can I find out more about the project?

I post a lot of content on my Twitter before putting it on here, so if you're interested in the scoop, go there!





Luyren

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  • Posts: 1438
Looks very interesting, best of luck!

I gotta offer a bit of feedback from the gifs you posted though: the particles of the enemies you kill, falling towards the bottom of the screen, don't seem to be bullets that can damage the player, right? It looks like they would only throw me off, and in a game that requires precision like a bullet hell, that could add needless frustration. I'd change that to a simple explosion or something that doesn't add clutter to the screen or to the player area.
Working.

AlexVsCoding

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  • Posts: 153
Looks very interesting, best of luck!

I gotta offer a bit of feedback from the gifs you posted though: the particles of the enemies you kill, falling towards the bottom of the screen, don't seem to be bullets that can damage the player, right? It looks like they would only throw me off, and in a game that requires precision like a bullet hell, that could add needless frustration. I'd change that to a simple explosion or something that doesn't add clutter to the screen or to the player area.

Thanks for the feedback! I've had this shared by other testers/devs as a point of feedback regarding the death particles, it's something I'll be looking at finding a solution for over the course of today. Thankfully all my in game death particles are standardised (handled by the same behaviour) so should make it easy to experiment with different solutions!