Game in a Week: Rarebit SHMUP


Every so often I take it upon myself to start a run where I make a game every week for a few months. Sometimes that turns into ten days, but I scope it out to about 15-20 hours worth of time, two hours a day.

Rarebit SHMUP is a cheese-themed shooter inspired by mid-80s forced scrolling shooters like Gradius and Xevious and a 1904 comic called Dream of the Rarebit Fiends which is all about people having weird dreams after eating too much cheese.

The game is about 5 minutes long if you beat it in one go and features five cheese-themed foes.

Production and Development

After updating to Godot 4.3 I decided to make a forced-scrolling horizontal shooter because I'd never done that before. I also wanted to make better use of components than I have in the past, with a more modular design pattern. Of course I over-scoped, and had to cut back on features as I went.

Days 1-2 was spent planning. I researched common patterns in vertical shmup enemy... patterns... along with level design and power-ups. I didn't come up with a theme or story yet, because with a project like this gameplay absolutely comes first, and I didn't know what I'd feel like drawing.

Days 3-5 were spent on the mechanics - getting the game to scroll smoothly, and implementing enemy types. I knew I wouldn't be able to implement the 20 potential foes I'd planned out, but various rabbit holes (and losing a day due to insufficient sleep) cut me down to five enemies. I also didn't get around to implementing power-ups, and while I did code in the ability for enemies to fire at the player, none of the five types implemented do so.

Days 6-7 were for art and music. I started out with the intent of making the foes common household items - something I appreciated in the Intellivision shooter Megamania - but kept making cheese so leaned into that. A dim memory of Dream of the Rarebit Fiends provided the story: you ate too much cheese and now are dreaming of cheese. This also let me implement a weird purple dreamscape parallax background.

Already at the end of my allotted week I considered cutting it here, but in the end gave it a few more days for polish.

Days 8-10 were spent letting friends playtest it while I made a tile-map and implemented terrain, then built the stage itself. The player sprite was the last added element.

Potential Improvements

If there's sufficient interest I could turn the game into a much larger project with:

  • More enemy types
  • Power-ups
  • Lives and continues
  • Multiple stages, with minibosses
  • Commissioned music
  • Secrets, like hidden power-ups and CLOWN MODE
  • cutscenes

As always if you appreciate what I do and want to support more short games done fast, you can support me on patreon or comradery (which is like patreon but a co-op that doesn't take VC funding)

Files

Rarebit.beta.0.3.7z 22 MB
80 days ago
rarebit linux.zip 25 MB
80 days ago
Rarebit SHMUP MAC.zip 53 MB
80 days ago
rarebit.zip Play in browser
80 days ago

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