S.H.M.U.P.

Type:
Demo Download
System Requirements:
dotNet 2.0 and XNA 3.1 (links to installlers at dev's site)
Developer:
Charcoal Styles
Suggested By:
Charcoal

Despite the generic name, S.H.M.U.P. is not a generic shmup. A finalist at the Chinese IGF, it is indeed a horizontally-scrolling shmup, but with some unusual characteristics.

Killing enemies gives you points you can use to upgrade, a common trope, but upgrades persist the next time you play under the same username, even if you've died. Indeed, it's designed so that you will almost certainly lose the first time you play, but that over time (a few hours of gameplay, at any rate) you will build up enough to be able to persist and triumph even through the higher, and more difficult, levels.

Control is entirely with the mouse; your cluster of ships follow the mouse pointer around. Right-click launches missiles, of which you have a limited supply. There's a boss at the end of each level, but these are not all that impressive.

Behind you are a cluster of squares that you can think of as akin either to the cities of Space Invaders or the points you must protect in a tower-defense game. Ships you fail to kill as they scroll by reduce them, and you can lose either by losing them all or losing all your ships.

However, at higher levels, enemies self-organize into impressive opposing formations -- sometimes taking advantage of combined arms, with defensive ships protecting high-fire but more vulnerable ones, sometimes organizing into megaships, in the fashion of amoebas forming into the cells of a multicellular monstrosity.

Gameplay is not, however, particularly challenging from a traditional shmup perspective; at worst, you simply die a lot, build up points to buy upgrades, and eventually triumph even with a fairly minimal twitch-action skill set. There would seem to be a bit of a casual game influence in this.

High scores can be posted to your Twitter feed, something I haven't seen before.

In general, it is neither the most visually beautiful shmup, in a genre known for its weird psychedelic beauty, nor the most challenging game of its type, but there are some interesting design ideas here.


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Dude.

Space Invaders did not have cities.

You may be thinking of Missile Command.

I will not forgive this grave error.


It's teh shieldz

It is those 4 destroyable buildings you can use for cover that he meant. So Invaders it is, have mercy on his soul.


So it's kind of draws on

So it kind of draws on mmorpgs, as in your building up points?

I'd think a cap on earlier levels would be the way to swing it. For example, say you can buy hitpoints and you have bought 100 - now say the first level has a cap of 20 - that means your total hitpoints on that level is 20. You don't get the full 100. Latter levels have higher caps.

That way the actual uncertainty of gameplay (whether you'll lose) isn't removed by pile it on stat hording.

But I think some people like removing uncertainty by stat hording.

"with defensive ships protecting high-fire but more vulnerable ones,"
And now the enemy has tanks who hold player aggro so they can't get to enemy DPS!

~~~
Philosopher Gamer Blog
& also my web comic!

Canabalt is a (rather well

Canabalt is a (rather well known) game which allows you to post your highscores to twitter, just so you know.


Twitter

Actually, someone made a mod for Spelunky at one point that posted your finale information to twitter. The result was pretty neat, and I imagine for other permadeath games like nethack it would be cool, too. Half the fun of those is seeing how you died.