MagneticBurn
Badges
Shreked
Found the secret ogre page
GOTY '22
Participated in the 2022 Game of the Year Event
Gone Gold
Received 5+ likes on a review while featured on the front page
Organized
Created a list folder with 5+ lists
Listed
Created 10+ public lists
Best Friends
Follow and be followed by at least 3 others
Busy Day
Journaled 5+ games in a single day
Donor
Liked 50+ reviews / lists
2 Years of Service
Being part of the Backloggd community for 2 years
Epic Gamer
Played 1000+ games
GOTY '21
Participated in the 2021 Game of the Year Event
Famous
Gained 100+ followers
Treasured
Gained 750+ total review likes
Adored
Gained 300+ total review likes
Trend Setter
Gained 50+ followers
Well Written
Gained 10+ likes on a single review
On Schedule
Journaled games once a day for a week straight
Loved
Gained 100+ total review likes
GOTY '20
Participated in the 2020 Game of the Year Event
Elite Gamer
Played 500+ games
Gamer
Played 250+ games
N00b
Played 100+ games
Popular
Gained 15+ followers
Noticed
Gained 3+ followers
Liked
Gained 10+ total review likes
Favorite Games
1325
Total Games Played
093
Played in 2023
433
Games Backloggd
Recently Played See More
Recently Reviewed See More
-Metal Black was probably my biggest inspiration, even without realizing it. I think that hook of escaping earth and drifting into space, converting decayed energy into power, and all the somber chaos that swims between it was something I wanted to channel. But like, it's no secret Metal Black plays like crap; biggest millstone around an otherwise visionary game. This isn't me saying CCH5 is 'metal black but good' - I can't compete with T. Senba and Taito's production staff, - but I hope people who wanted more from that style of game find something resonant here.
-Pacing was SUPER important to me - nothing puts me off of a shmup more than a sluggish moment in an otherwise smooth run. The tradeoff is that making everything equally dense on content means it's hard to make time for 'big' moments. A couple ppl have told me the game didn't feel like it really started until the last 2 stages when the big setpieces happen, and I feel that.
-I love boss fights! I wish I made more boss fights for this game! My next game is gonna have even more boss fights!
-Construct 3 was an amazing engine for getting my foot in the door on gamedev but I think I'm ready to ditch it. It is flat-out bad for production-level gamedev and has really mediocre export options. More than anything, the event sheet structure makes it hard to optimize things on an object-by-object basis, and it came back to haunt me when performance became unreasonably bad for a 2D shmup.
-A consistent thing I've heard from playtesters and reviewers is it's too easy for shmup veterans, and I agree. Even with some harder sections throughout, I chickened out on making something with a real 'bite'.
-I love short-and-replayable games, but I think I maybe went 'too' short on overall content. I want to add more weapons and an extra difficulty mode when I get the chance. I went through a bunch of trouble to make a chronological scorekeeping menu and I doubt anyone's gonna use it 'cause like, there really isn't enough meat to the scoring loop to justify more than 3-5 plays.
When the ex-wife isn't looking, press ( )( )( ) to pour concrete through the windows
When you finish, press ( ) to drive away