Alpha demo gameplay video thingy

The part of my brain that comes up with clever titles is out of office today.

After some thought, I’ve decided to make the Gonna Catcha playable demo a closed alpha for testing purposes, as I think it’s still too early for me to throw the game up on the internet for open testing.  As a consolation prize, here is a video of the playable demo in action:

So what else do I need to do to move this game from alpha to beta?  Well let’s see…

  • More rounds. Which maze the round takes place in and the number of spirits, rocks, preta and bonus items (in bonus rounds only) in it are manual determined by me for each round, rather than determined by some algorithm. Even though the game will have 256 rounds, I’m only going to create round data up until a certain point, then either start repeating the last few rounds or randomly generate round data to fill in the rest.
  • Co-op mode.  It might have modified round data compared to single-player mode to balance the game.
  • Attract mode. How else will you know how to play the game?
  • High score table
  • Controller support
  • Bug fixes and code optimization.  Even when I thought I’ve squashed most of the major bugs in the game, a new challenger appears:

And here are the features that would be nice to have, but not entirely necessary:
  • CRT shader. The game is setup up to use it, but it’s no longer a required feature to me anymore.
  • Demonstration cutscenes. Whether or not I need these will depend on how much info I can cram into the attract mode.
  • Bezel art. Artwork to put on my virtual arcade cabinet.
Well, looks like I’ve got my work cut out for me. …Wait, haven’t I already said that before?
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