An old school style SHMUP game with spicy elements!

*** Currently in development! Play the demo first level to give your thoughts***

NOTE:  The web build is getting too big to be browser playable soon ( too many assets ).

Controls:

ButtonAction
Press TABswitch active weapon
Press Quse DoveBomb
Hold SHIFTactivate time slow
Hold SPACEBARshoot active weapon

* Current stuff in development queue*

  • Hitbox toggle settings (done)
  • Streamer/SFW toggle(done)
  • Interrogation Scene (in-progress)
  • Mission #2 (in-progress)
  • Sound toggle (done)
  • General game settings(done)
Updated 25 days ago
StatusPrototype
PlatformsWindows, Linux, HTML5
AuthorSt0rmbringer
GenreShooter
TagsAdult, Eroge, Pixel Art, Shoot 'Em Up
Average sessionA few minutes
InputsKeyboard, Mouse

Download

Download
webasa.zip 68 MB
Download
ASA-WINDOWS.zip 80 MB
Download
ASA-LINUX.zip 81 MB

Development log

Comments

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beat the demo without remembering how to switch weapons. Rebinding and a traditional shmup control scheme(Shift,Z,X,C and Arrow Keys) would be great in future demos

(1 edit) (+1)

Some feedbacks as a shmup enthusiast

  • Player movement should be screen-space dependent (So horizontal movement speed is the same as vertical all the time...normalizing diagonals can be good but not necessary)
  • Wish that bomb had iframes
  • Current controls are really awkward (one-handed play intended or not I'd like more or less regular controls)
  • https://shmups.wiki/library/User:Xx-Henry-xX#Shmup_Dev_Tips_for_Aspiring_Devs_Ou... may help with making enjoyable gameplay loops

Also powerup item has absurdly fast animation cycle...I assume that's a bug?

Awesome feedback mate, much appreciated. As a not very avid shmup player, reading this was very helpful.

Ideally I'll set up a way to configure controls for both controllers and remapping keys, but the most difficult to get right surely is the gameplay loop. Thanks again Henry and best of luck during conscription!

Way better than it needs to be. Some of the enemies' attacks seem a little unfinished or rough around the edges; meanwhile, the pixel art animation for every girl is top-notch.
There were multiple bosses in the level, multiple little "scenes" that occurred, multiple unique enemies, multiple backgrounds with many individual animated girls doing things. Absolutely phenomenal. The replay value of this level alone is worth a couple bucks! 

I hope you make the full game, but WOW is it ambitious!

Hey, thanks a lot for playing! :) 

Really appreciate the feedback. Was there any particular enemy you feel needed some polishing?

So I just played it all over again—dying more times this time than when I played it before, but also noticing new upgrades and one new weapon that I didn't notice before, more on that later—and there really was only one attack that seemed unpolished and that's the chain-saw wave from the first boss. It has three frames of animation, each of which comes far apart. I wouldn't guess it's the finished product!

There are a couple other things I'd like to mention:

1. I think the drawn portraits usually look worse than the pixel art. I know that a high bar has been set, but the portraits really should be on par with the rest of the artwork, especially in a game that is, by definition, highly focused on the visuals.

2. I find that the high-powered weapons, the ones that slow you down, are much worse than the weaker weapons. I don't find the laser is any more powerful than the default shot, plus the laser slows you down, AND it doesn't have pierce. The best weapon is probably either the wave shot or the multi-shot, both of which have good coverage, good damage, an don't slow you down.
The worst shot, the one that made me restart if I got it, is the "heavy" shot, which makes you extremely slow, has an odd trajectory and limited coverage. It's annoying to use to the point that even if it took every enemy out, including bosses, with one single hit, I probably still wouldn't use it.

3. I kind of wish you had more health, or you had lives so that you didn't have to go all the way back to the beginning when you die. Or, at least, that you didn't have to listen to the cut-scene every time! I know this is, in part, a skill issue. Speaking of which,

4. I felt like there is a problem with the hit-box. Sometimes the enemy projectiles felt too close together. Technically, I discovered, I could dodge between them, but it didn't LOOK like I could, and the bullets would even touch the character as they passed. I feel like this creates a break in the player's perception of what's happening versus the physical mechanics. I felt like I had less control and understanding over any situation, even if I won.

5. The voice actors are excellent, but it sounds like they didn't get perfect direction. When she says, "If you don't fight now you'll be tried for dereliction of duty" or whatever she says, I heard it a dozen times and can't recall the specifics words, she clearly was supposed to sound mad, or at least annoyed, but instead she just sounded clinically firm. When the other girl yells back at her, again, it sounds like the voice actor wasn't told to sound furious, or precisely at what she was supposed to be furious, so the inflection comes off odd.

These are all niggles related to polish, really, with the exception of the game-play mechanic aspects, which I think really should be locked down as tight as possible. Any other issues I had (U.I. being unfinished, et cetera) could likely be chalked up to the game being a demo.

All that said, I want to mention my favorite part: The girl comes out, upside-down, from the tree, and she has to shove her boobs out of the way to aim her shot. Lol! There's so much loving attention to details in this game that I'd ALMOST take a full version as it is. . . but alas, I think the game is too difficult to justify any lack of tightness in controls. For a game like this, every aspect of the difficult should be dead on. And I'm sure you'll make it so as you work on it.

Again, fantastic work, and you've made an excited gamer here. I'll be looking forward to its release in, oh. . . two or three years? :)

(+1)

Well, so far I like what I see. As for my thoughts, I think that having the game support a controller instead of just using the keyboard would be nice. The demo level had the right difficulty for a shoot em up's first stage, but I am guessing that the difficulty would increase in each level as you progress, and a shoot em up is more enjoyable with a controller rather than using the keyboard.

I am guessing the game has some lore, from what one can see during the stage, and that is a good thing because players like it when games have some lore behind it, we like to know why we are shooting the enemies. Even if its an ero game it should be fun, because while the ero might get some players to try it out, the fun is what will keep them playing.

The graphics are, of course, the strong point of the game. The characters look amazing, the backgrounds too. And the designs are well done. The sound could use some work since the voices were being too quiet when compared to the background music, but that is a sound volume issue, not a quality issue. The voice acting and the music itself were fine.

Super cute! I couldn't figure out how to interact with the prison girls though. Also wasd movement stopped working at some point but I'm not sure what triggered it? Maybe it was just tabbing in and out?

He delivered yet again

THE TIME HAS COME

AND SO HAVE I

ITS HERE BOYS. 

Looks pretty fucking cool, cant wait for your demo. 

Thanks horbror! 

PD: I haven't tried your game, but I'm gonna review it later tonight :D

If you have any problems or questions, just hit me up, watching the demodaystream so I am going to be awake. 

when to download or play?

It's up!

hot game,i love your pixels ,there will only be nudity or sex scenes?I really want to....
p.s-(sorry,bad eng)google.translate.ru)

(-1)

nice idea

Thanks for playing the prototype and recording it! I see some bugs with the background speed already. Time to fix it.