Pretty comprehensive vid w/ valuable info. Main thing I would append is that for 'hardcore' shmup players typically 15-40 min is a good "sweet spot" for a fully featured shmup. ~ 6 minutes is a bit short, but not unheard of; star solider series games can be about that fast. Anything longer is decently bloated to marathon. 25:57 welcome to the farm, lurkers.
hah.. well, my fav game growing up was Guerilla War on NES (not sure if it's a true shmup, but is at least a run-and-gun shooter ). But Ikaruga is my fav shmup.
If you're a game dev making a shmup, and you'd like me to check out your marketing so far and give you some free pointers, DM me and I'll be glad to help.
this whole thing about the desire is bs and a wild goose chase. Nobody desired cup-head until they saw it. Same with a more recent example like vampire survivors. You have to make something desirable not something desired.
Hey Benjamin, thanks for your feedback. You're right, and I need to figure out a better way to describe what I mean. And it's easy for me to "talk" about marketing, and harder to put it into action and prove it... so if you're making a game and you want me to help you with free marketing DM me and I'd be glad to check out your game and your marketing, and help you start building your audience or getting wishlists.
Your content is solid and very interesting thanks for sharing. That said I personally cannot stand the sound it is causing me a headache after 10 minutes if watching. There seems to be a bass buildup that makes the content extremely hard to follow as much as I want to. I would suggest you find a way to tweak your mic settings or something going forward.
This is a good primer to the hardcore shmup fan's mindset. This genre is rather unique in terms of how different its hardcore fans are from its average players, so as a result, I think the groups have a hard time understanding each other. One aspect of this is that hardcore fans tend to think "casual" players don't play shmups because they're too difficult, but I think that's an oversimplification. After all, difficult games are quite popular in other genres. Rather, I'd say it's because these players find hardcore shmups to be too boring. They don't want to do the same type of thing over and over. They want to have to develop a breadth of strategy - they want to be faced with interesting choices on both the immediate scale and the grander scales. High-level strategy implementation could take the form of player customization, or upgrade trees, or whatever have you, but the key isn't that they want these features to make the game easier; they want to make the game complex. They want variety. They'll be interested in unique innovations you bring to the table, because, at the end of the day, they want to have an enjoyable experience that stands out as something different from things they've done before. Addendum: I don't think it's a good idea to call people "normies". I don't really feel like I have to elaborate on this point.
It's not that shmups lack those qualities, it's more that it's harder to perceive those qualities or less intuitive to see due to the way most shmups are designed compared to other genre. Newcomers might not notice the gameplay depths right away when most of the depths stem from player's limited toolset in interaction with the stage design, which shmups place greater emphasis in rather than player customization. There are shmups with particularly complex system too, like Hellsinker (notorious for complexity) and Radiant Silvergun, both offering clear variety in strategies noticeable right from the start, but do people really flock to those games? (Radiant Silvergun maybe, since it's really famous, but Hellsinker not so much)
I just helped a dev market their shmup that launched in March 2023. And I'm currently helping 2 other devs market their shmup right now. If you're making a schmup and would like me to have a free look at your marketing and how you can improve it, DM and I'll be glad to help.
@@videogamedigitalmarketing thanks for responding I'm interested in making a shmup I'm a illustrator and I wanted to start from scratch.....I know that's a big undertaking but..I just wanted to know what programs do devs use like Cave or Konami. I read something about "unity 3d" but don't know if it's compatible with IMAC or IPad. Can you help me out Darius😃
@@TheMikiloo I think Cave games were written in C. And the game devs I'm helping with are using Unity and Unreal to make their shmup. For Unity you'll need to learn some C#. Unreal you'll need to learn some C++. But you don't need to know all of C# or C++... it'll just help when using Unity or Unreal. Also, Unity and Unreal are cross-platform, so your game will work on mac or ipad. DM if you have more questions, I"ll be glad to help.
Thanks I will reach out! Is there a link you can send me to download both Unity and unreal.......how do you put assets like my ship designs into the program or is that all done in the Unity and Unreal Engine
I'm a game marketer, and I'm currently helping 2 game devs market their shmups. If you're developing a shmup and would want some free marketing pointers, I'd be glad to have a look and see if I can help you improve any of your marketing.
Pretty comprehensive vid w/ valuable info.
Main thing I would append is that for 'hardcore' shmup players typically 15-40 min is a good "sweet spot" for a fully featured shmup. ~ 6 minutes is a bit short, but not unheard of; star solider series games can be about that fast. Anything longer is decently bloated to marathon.
25:57 welcome to the farm, lurkers.
Thanks for taking the time to share your insights. I'm curious what type of shmup player are you? Perhaps the hint is in the name Darius :)
hah.. well, my fav game growing up was Guerilla War on NES (not sure if it's a true shmup, but is at least a run-and-gun shooter ). But Ikaruga is my fav shmup.
@@videogamedigitalmarketing Solid choice, Ikaruga is a brain melter in all the best ways.
If you're a game dev making a shmup, and you'd like me to check out your marketing so far and give you some free pointers, DM me and I'll be glad to help.
this whole thing about the desire is bs and a wild goose chase. Nobody desired cup-head until they saw it. Same with a more recent example like vampire survivors. You have to make something desirable not something desired.
Hey Benjamin, thanks for your feedback. You're right, and I need to figure out a better way to describe what I mean. And it's easy for me to "talk" about marketing, and harder to put it into action and prove it... so if you're making a game and you want me to help you with free marketing DM me and I'd be glad to check out your game and your marketing, and help you start building your audience or getting wishlists.
That video is amazing!
Your content is solid and very interesting thanks for sharing. That said I personally cannot stand the sound it is causing me a headache after 10 minutes if watching. There seems to be a bass buildup that makes the content extremely hard to follow as much as I want to. I would suggest you find a way to tweak your mic settings or something going forward.
Yeah, I see (hear) what you mean. I'll won't process it so much for my next vids. Thanks.
This is a good primer to the hardcore shmup fan's mindset. This genre is rather unique in terms of how different its hardcore fans are from its average players, so as a result, I think the groups have a hard time understanding each other. One aspect of this is that hardcore fans tend to think "casual" players don't play shmups because they're too difficult, but I think that's an oversimplification. After all, difficult games are quite popular in other genres. Rather, I'd say it's because these players find hardcore shmups to be too boring.
They don't want to do the same type of thing over and over. They want to have to develop a breadth of strategy - they want to be faced with interesting choices on both the immediate scale and the grander scales. High-level strategy implementation could take the form of player customization, or upgrade trees, or whatever have you, but the key isn't that they want these features to make the game easier; they want to make the game complex. They want variety. They'll be interested in unique innovations you bring to the table, because, at the end of the day, they want to have an enjoyable experience that stands out as something different from things they've done before.
Addendum: I don't think it's a good idea to call people "normies". I don't really feel like I have to elaborate on this point.
It's not that shmups lack those qualities, it's more that it's harder to perceive those qualities or less intuitive to see due to the way most shmups are designed compared to other genre. Newcomers might not notice the gameplay depths right away when most of the depths stem from player's limited toolset in interaction with the stage design, which shmups place greater emphasis in rather than player customization. There are shmups with particularly complex system too, like Hellsinker (notorious for complexity) and Radiant Silvergun, both offering clear variety in strategies noticeable right from the start, but do people really flock to those games? (Radiant Silvergun maybe, since it's really famous, but Hellsinker not so much)
What shmup did you make?
I just helped a dev market their shmup that launched in March 2023. And I'm currently helping 2 other devs market their shmup right now. If you're making a schmup and would like me to have a free look at your marketing and how you can improve it, DM and I'll be glad to help.
@@videogamedigitalmarketing thanks for responding I'm interested in making a shmup I'm a illustrator and I wanted to start from scratch.....I know that's a big undertaking but..I just wanted to know what programs do devs use like Cave or Konami. I read something about "unity 3d" but don't know if it's compatible with IMAC or IPad. Can you help me out Darius😃
@@TheMikiloo I think Cave games were written in C. And the game devs I'm helping with are using Unity and Unreal to make their shmup. For Unity you'll need to learn some C#. Unreal you'll need to learn some C++. But you don't need to know all of C# or C++... it'll just help when using Unity or Unreal. Also, Unity and Unreal are cross-platform, so your game will work on mac or ipad. DM if you have more questions, I"ll be glad to help.
Thanks I will reach out! Is there a link you can send me to download both Unity and unreal.......how do you put assets like my ship designs into the program or is that all done in the Unity and Unreal Engine
I know it's a silly question but thanks for your time.
Have you made a shmup?
People call _me_ a shmuck.
I'm a game marketer, and I'm currently helping 2 game devs market their shmups. If you're developing a shmup and would want some free marketing pointers, I'd be glad to have a look and see if I can help you improve any of your marketing.
#pewpew