▲ 9 r/shmups+1 crossposts

Crimson Skyline: dogfighting bullet hell, wave-based with bosses (free web demo)

Hi guys, this is my game Crimson Skyline.
It is not a classic shmup but I think this is probably where I would find the most people that would enjoy it.

You can try it for free in your browser right now: https://roguewolfgames.itch.io/crimson-skyline-preview

This includes level 1 and two playable aircraft.

I am looking to get as much feedback as possible to improve it further and get a sense of what I should focus on next.

Especially on the difficulty because so far I've seen only players who don't have a lot of experience with these kind of games play it and they struggle a lot but my guess is a veteran player will beat level 1 easily and maybe even level 2 (which I struggle with xD).

u/roguewolfdev — 1 month ago
▲ 4 r/IndieDev+1 crossposts

The ships now catch fire when destroyed and the water will extinguish it too

I was supposed to just tune the existing ship explosions but then I thought: wouldn't it be cool if the hull starts burning with smoke and steam when the fire hits water too?

This why it takes forever but I think it's worth it.

u/roguewolfdev — 1 month ago

Does A/B testing slow down how much a video is shown on Youtube?

I have this gameplay + live react video: https://www.youtube.com/watch?v=cel70-Re_Yk

Previously, I made another one, before after of my ocean shader update: https://www.youtube.com/watch?v=oHiNM5EhBcs

AFAIK before/after are supposed to to do well.
For both of them I decided to try the A/B testing for title only.

And it seems to me both have had extremely slow starts, and I'm usually not getting crazy views, but these seem to do even worse when I actually tried a bit more to have a good title / thumbnail and a decent cut/edit.

Especially the first one:

missiles gameplay

As you can see it is at the absolute bottom of my typical range whereas I see it as higher quality in terms of edit, thumbnail, title and content because it's about one of the most watchable mechanic in my game too.

missiles gameplay

It also has 3:45 average watch time for a 6:05 min video which seems rather high. But as you can see only 9 impressions after 1 day and a half.

before/after ocean shader vid

The before/after has caught up but again not outperforming my usual low effort gameplay recordings

Also with the first one I tried to replicate the success (2.6k views in the first 5 days) of this one which is really low effort gameplay recording even though it's funny: https://www.youtube.com/watch?v=TxURjUOOjKQ

I have no idea what I'm doing with Youtube, I'd love some general advice I guess.
I'm a bit worried what it means for the game that these videos don't perform at all.

reddit.com
u/roguewolfdev — 2 months ago

Updated my 2D ocean shader

The shadergraph in Unity is spanning a wide territory at this point.

How it's made is two planes, they both have the same shader but the materials are tuned differently so that the back one is slightly higher than the front one, this creates a gap where the surface and foam render.

Both have a configurable shallowColor and depthColor, these apply based on height and a configurable ramp that defines how and where the transition happens.

The back plane renders opaque with a color similar to the sun/sky.
The front plane renders with its shallowColor blue but 80% transparent and its depthColor is fully opaque and sea blue.

This is how I try to fake light absorption with two planes.

Both have wave displacement with 3 different wave generators + a caustics generator and they are tuned with slightly different parameters so that they complement each other (slightly different patterns and colors).

The sun is also fully shader rendered but I did not update it this time.

u/roguewolfdev — 2 months ago
▲ 1 r/shaders+1 crossposts

Made a big update to my ocean shader, what do you think?

This is part of a large rework of my game's environment, spent a few days on it even though I had most of the shader already but I did add a few capabilities to such as clipping the foam based on the foreground panel's wave displacement.
The shadergraph in Unity is spanning a wide territory at this point.

How it's made is two planes, they both have the same shader but the materials are tuned differently so that the back one is slightly higher than the front one, this creates a gap where the surface and foam render.

Both have a configurable shallowColor and depthColor, these apply based on height and a configurable ramp that defines how and where the transition happens.

The back plane renders opaque with a color similar to the sun/sky.
The front plane renders with its shallowColor blue but 80% transparent and its depthColor is fully opaque and sea blue.

This is how I try to fake light absorption with two planes.

Both have wave displacement with 3 different wave generators + a caustics generator and they are tuned with slightly different parameters so that they complement each other (slightly different patterns and colors).

The sun is also fully shader rendered but I did not update it this time.

youtu.be
u/roguewolfdev — 2 months ago