loren schmidt
@lorenschmidt.bsky.social
9.1K followers 4.5K following 12K posts
i make art, mostly with computers. currently working on an open world RPG with roguelike roots and an experimental bent. cat mom. she / her or they / them.
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lorenschmidt.bsky.social
i am making an open world roguelike.

i have been imagining this world for years, and i want to make this game so people can go there and live many lives in it!

the game features whole-cloth, accessible design, deep mysteries, and a meticulous generated living world.
lorenschmidt.bsky.social
and now i have to replay Einhander
lorenschmidt.bsky.social
while it barely scratches the surface, the very short demo is enough to have me /extremely/ curious about the full game, which comes out in november. there are things here which make me feel like it's in very adept hands, and this has so much stylistic flair it'd be worth it for that alone.
lorenschmidt.bsky.social
this isn't featured very heavily in the demo but the sword can also eat blue bullets. i suspect that'll be important in the full game.
lorenschmidt.bsky.social
there is also a powered up hyper mode which you can earn by doing damage. it's a ranged attack which wires for a few seconds. it works in either focus or spread mode.
lorenschmidt.bsky.social
when released, the sword blade eject outward in a straight line as you switch back to projectiles, which is very damaging.

the sword can only be used for so long. mechanically, it seems to be important in pulling people in and out of close range, incentivizing higher risk as you learn patterns.
lorenschmidt.bsky.social
there is a giant radial energy sword. you cannot fire while using it. the precision speed from holding focus still works in sword mode, so you can still speed switch freely.

the sword will automatically turn toward targets, but you can use the second analog stick for manual sword aim.
lorenschmidt.bsky.social
unsure of cost / benefit ratio on having to throw all the way from side to side for full speed turns. but it's very much designed for analog, and it seems a decision which they are building around conscientiously. there is also optional dpad. i cannot yet assess viability.
lorenschmidt.bsky.social
it has C.A.V.E. style weapons which can be used in spread or focus modes, with a speed throttle on the focus which can be used defensively to weave through dense bullet formations. it uses actual analog input, which i have not adequately assessed.
lorenschmidt.bsky.social
systems:

buckle up, this is a little complicated. and i don't even know how scoring works yet.

there are no weapons upgrades or checkpoints. getting hit works like Espgaluda- no breach of continuity, you just have a reserve of hearts.
lorenschmidt.bsky.social
i know older 2D STGs better so i am probably missing some influences. but while it's honestly referential, it's very much standing on its own two feet. there is clear homage and influence, but there are zero moments where i feel like it was a hollow copy.
lorenschmidt.bsky.social
it's a very referential, deep genre game. there are a lot of palpable influences. i'm most strongly feeling radiant silvergun, ikaruga, raystorm and, mostly in terms of sound design and aesthetics, Einhander. which, if you know that soundtrack, is a /huge/ compliment.
lorenschmidt.bsky.social
the music and aesthetics are an /extremely/ tight ship. it's positioned closer to formation based, choreographic games like Ikaruga than more freeform, improvisational games like later C.A.V.E. titles.
lorenschmidt.bsky.social
i'm a genre nerd so this will either make no sense at all or be entertaining to folks from outside.
lorenschmidt.bsky.social
BIRDCAGE demo thread for fellow STG sickos:

my thoughts are incomplete, as only the 1st and 3rd stages are in the demo and it's a fairly systems-heavy game of which i am still surmounting the learning curve. but this seems quite impressive presentationally and it's got me excited.
lorenschmidt.bsky.social
right? there are these amazing lateral leaps and flights of fancy or just common sense steps which can elude us if we're too intent on filling space.
lorenschmidt.bsky.social
i have that urge too- i think one tool is that you can work things out and then have player / audience facing materials have more deliberate points of contact rather than throwing all your reference material at people.
lorenschmidt.bsky.social
oh i love rolly pollies! how nice.
lorenschmidt.bsky.social
see that's just like the surface-cow.
lorenschmidt.bsky.social
and thank you! i'm really trying to stick with drawing regularly and challenge myself.
lorenschmidt.bsky.social
i like seeing the different places people can go with an idea! they're often so different as to be independent objects. they often can exist side by side and not necessarily even be recognizably from the same conception. one of the many reasons i think trying to "own" ideas is a fruitless endeavor.
lorenschmidt.bsky.social
the temple is built across a causeway over a body of water because it is intended to stimulate process, to be experienced temporally. it has multiple aspects and chambers because it is intended to allow multiple modes of engagement. it is a space for ritual because knowing does not end.