This is part 2 of the devlog, and probably the last one. Although not many blogs have been written, the game is now functionally complete. Over the past 1.5 years, a lot of work has gone into both the game’s code and graphics. We’ve also held several test days, both locally in the arcade and at conventions like AbunaiCon and AnimeCon. You can read more about that here:.
The biggest challenge at the moment is improving the ground levels where players can move around freely. The controls were frequently mentioned as being difficult to use. To address this, we’ve added an additional mid-game tutorial, as well as the option to use alternative controls, such as turning with the B button or using a second joystick.
We’ve also created various merchandise for the game, including a CD version of the game, an SD and USB release, and an OST CD, which is already available to listen to online here:.
In Hardmode, enemies now have more difficult patterns and sometimes more health. Additionally, your weapons reset every time you get hit or restart the game. This makes the game much more challenging, but if you want to unlock all the ships, you’ll have to take on this mode.
Currently, I’m finalizing the last of the graphics and the definitive designs for the merchandise. I’m also working on a permanent setup for the National Video Game Museum in Zoetermeer, as well as for Pixel Arcade in Den Bosch. To run the game on a real NEOGEO arcade machine at both locations, I need to prepare two PCs with an IO-board compatible with the hardware to allow communication between the systems.










