Here's some screenshots of the procedural shmup I've been working on. Frankly, it looks much better in action with the scrolling clouds and effects. However, that will have to wait for a video. (I tried to make GIFs, but I failed to get nice results from the tools I tried.) I'd prefer to have the audio included before that happens. Hopefully at least one of these is good enough for #screenshotsaturday
.Gall of the Thrall
is a single stick shooter which allows pivoting when the fire ("Maul") button is released. Rather than being endless like many procedural shmups I've played, the player is given a choice after every level to turn back. Once turning back, the player must survive as many levels as they completed before the choice was made. Losing all lives results in a game over and total score loss. There are no extends. The player must gauge their own skill and learn when to turn back.
Each level lasts a mere minute and features overlapping waves of enemies. When a wave is gone, another of increased difficulty replaces it. The rate of difficulty increase grows with each level.
To compensate for the unpredictable/overlapping patterns, an enemy's bullets are cancelled when it is destroyed. Meanwhile, the player has a special weapon, called a Trawl, that shoots outward and, on the return trip, does damage to enemies/bullets. Activating the Trawl while it is already in play teleports the player to its position.
The player's shape and turrets are procedurally generated. I've been calling the shape a "special snowflake", but the front of the ship is hard to determine in stills so it might need some tweaking. Theme-wise, it's probably a gallstone the titular thrall yanked out of their own body and threw in frustration.
Similarly, the enemies are all randomly generated masks with their own mouths and multiple eye holes. They're supposed to be like the Pall in my previous MeanderGall game, but it's not like anyone will grok the reference. Some other enemies might be needed for variety, but these seem to be doing the job.