GG! I was wondering when you'd upload a run after reading your posts on the forums ^^ This looks awesome, I need to get it. Do you know if the Switch port turned out well?
The Switch port's fantastic. I actually bought it before buying the PC release (it's easier for me to record on PC, and I don't mind supporting the dev, they did a great job).
It's pretty rad! I picked it up on Switch as well as PC to record it, I think it's one of the coolest recent shmup releases, the design quality's top notch. It's also really fun experimenting with different ship "builds".
Bought the game. The grin only got wider when i went through the story. Some enemies are definitely a little too tanky in deja vu if you're not fully upgraded though, but this game was just really cool
I highly recommend the Non Stop weapon in Deja Vu; it lets you rip enemies apart even if you have to shield a lot of their attacks, and it's generally much better than the Tornado Beam!
@@Chloroxite Fortunately the game has tons of resources, so as long as you get Perfect Guard in loop 2, it's not too tough to avoid deaths. Or, buy the bomb that gives you instant shield/powerup recovery if you're having difficulty, that makes it VERY hard to die as well as easier to recover.
@@BareKnuckleRooI actually do have another question since I have your attention: Is it better to hold guard until the meter fills or hold it for longer, damage wise? Does it do any more damage if you hold it for longer once the meter fills?
It depends on what you're trying to do. If you're wanting to avoid burning all your meter, which is risky for survival play, then release your Guard as soon as the ring fills to get invulnerability. If you're wanting to clear the screen of lots of smaller enemies, release Guard whenever the ring fills. If you want to deal lots of damage against a boss, and you know being low on Guard meter won't threaten you, hold Guard even after the ring fills. You do deal more damage for absorbing shots even after the meter fills, and it can lead to a considerable amount of damage such as finishing off the stage 1 boss's last phase (where it fires a ton of laser beams at once) in one shot when you release.
Shmups usually tend to be more passion projects than big moneymakers. Their more widely popular games may well fuel their development and make a Drainus sequel possible.