Digital artist StudioDaeera invites you to come and try out a new twist on twin stick shooters: an inspired love letter to classic shoot 'em ups! Fully utilizing the PGMMV Game Engine and featuring a kick-ass stereo chiptune soundtrack composed by Firespike33. You don't want to miss this arcade styled experience! (GAMEPAD STRONGLY RECOMMENDED)
#arcade
#shooter
5 Updates
Took break to focus on my health.
Coma State Eden has been updated!
Bugs:
➥Fixed a bug that caused the game to soft lock if the player died on JeejeeJ.
➥Fixed bug that caused Burai's HP meter (on 1-HP Mode) not to change states to reflect weapon levels, or to change back to normal after triggering Lucid Mode.
➥Fixed bug that caused early appearance of Nightmare HP gauge.
Design/Balance:
➥Shamiss now has changes to his behaviour so he won't use his counter stance/attack randomly.
➥The Flash Shield (neutral/directional) has had Burai's hitbox adjusted so that he has some more wiggle room when trying to reflect a close volley of projectiles.
➥Neutral Flash Shield's hitbox has been increased to be more viable.
Visual:
➥The weapon gauge/icons have been upgraded visually.
➥Neutral Flash Shield has been visually improved/more animated.
➥Directional Flash Shield has been visually improved/more animated.
Performance:
➥Removing instances of code where code wasn't necessary. This engine didn't have good documentation and so many times I was given the incorrect information/intuition about things. As such, I converted more things to code under the impression it would be faster.
➥Removed 12 consistent, redundant objects by combining their functions into other objects, and using variable gauges. Most of these were on the Menu Layer (contains just about all of the HUD related stuff), while a few were on the Stage Scene/layers.
In most normal engines I wouldn't need to do this kind of optimizing but PGMMV is built differently. So it's always a good thing when I can reduce the total object count.
➥Vegetrain had a background object's functions combined into another.
➥VaporWAVesque had a background object's functions combined into another.
➥The spinning coin on Burai's HUD was removed as it was an animation effect. Initially I thought this was low cost on performance but I was made aware that animation effects placed on the menu layer have an increased cost due to the menu layer being the most performance intensive scene in the game (they are displayed even while the engine has to load scenes, for example).
In the next update, these two things will be changed (amongst others):
➥Nafibaks have had their behaviour adjusted to be more consistent and less random.
Some recent footage:
https://twitter.com/StudioDaeera/status/1490165216780304385
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