Either add an upgrade (available immediately for the first play) that allows instant full-speed movement with no acceleration and instant full-stop upon release, or dump it completely. It makes the controls feel very laggy, and heavily impacts player ability to quickly react and dodge. ![]() This is going to get the game slammed and shunned by experienced shmup players. This is especially common in a games that revolve around being close to enemies anyway.Ĥ) Movement has a lot of inertia. That is, if you're outside a certain range when you beat them bullets appear, but if you inside that range no bullets are generated. If you're going for a game that rewards point-blank attacks, this is a great start.Ģ) I see the game has some grazing score mechanics, but: Since the game has lots of special abilities and emphasis on close-range combat, would it seem reasonable to add some kind of scoring mechanic that revolves around this? See Caladrius for an example of multiple recharging weapons built into the scoring, or Dragon Blaze for point-blank oriented score play.ģ) Something to consider with the suicide bullets on hard mode: most games with this feature allow you to 'seal' enemy suicide bullets by getting close. Dash is also great for enabling up close and personal combat. Rest assured that we're quite aware that the concept itself of the game will not be that simple to implement !ġ) Flame blade is super cool. And if you want to try something a bit new even if it has some flaws, you'll give us a chance to convince you. If you don't think shmup should be 'tempered with' maybe you'll stick to our competitive mode where randomness will be quite limited. I have the habit to say though that Drifting Lands will not be a shmup but a Hack & Slash with its core gameplay replaced by a shmup gameplay. That's the main difficulty of developing this game. I totally understand your doubt about the core concept of the game and the random levels. There's room for improvement but the bulk of what is possible will be accessible through graphical option deactivations.Real time shadows are quite costly for slightly lower hardware and turning them off should massively increase performances. The game is actually already quite optimized in its current visual state. That being said, if you stick with it, Drifting Lands has plenty of action for space fans to explore.I'm sorry if you had any performance issue. Eventually, through trial and error, you start to pick up on how different weapons and skills operate and which enemies are vulnerable to what types of damage, but there's nothing more frustrating than finding out your ill-equipped for a particular mission after you're already in the thick of it. This forces players to sometimes dive into missions with absolutely no idea how their ship will operate. The combat in this game is in the form of a side-scrolling SHMUP. You are given the task of assisting your colony via piloting in combat missions. Unfortunately, there's no option to take your customized ship on a test flight to try out any new gear or skills. Introduction Drifting Lands is a new shoot em' up, RPG hybrid brought to you by French developer Alkemi. All of this requires a lot of tinkering in the Hangar and wheeling and dealing over in the Shop. Some of these pieces also have specific stat requirements to use. The problem here is that every piece of equipment you get can alter your fighter is significant ways. ![]() You'll also need to purchase and equip a number of unique skills that become accessible as you level up. ![]() Between missions, you'll have to sort through the loot you've picked up along the way, deciding what to sell, what to keep, and what to break down into "blueprints" to improve upon. ![]() While the shooting side of Drifting Lands is pretty straightforward and easy to pick up, things get a lot more complex over on the RPG side of the game. You don't need to feed an endless supply of quarters into this one, though, which is great considering that its steadily increasing difficulty would end up costing a college tuition's worth of coins. This is the type of gameplay that would be right at home in an old school arcade. On the surface, the game feels like a basic side scrolling shooter, with players testing their reflexes by flying around, dodging bullets, mines, and all manner of robotic enemy ships as they fill the screen. Now it's happened again with Drifting Lands, a sci-fi game that blends together equal parts shoot 'em up and role-playing genres. In the final game, you'll get randomly generated levels, random loot, RPG-like progression with ships to buy and upgrade, etc. It happened with peanut butter and chocolate, with chicken and waffles, and with deep fried and … anything. Drifting Lands will be a mix of Shmup and Hack&Slash but right now the demo features only a sub-mode of the final game : a competitive shooter where you can choose a set of 6 skills to achieve the best scores on predefined levels. Sometimes two things that appeal to completely different tastes somehow come together and create a satisfying treat.
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