I was personally put off by the fact that the MegaDrive limitations actually negatively impact the gameplay, while there are little gains that I see in that "limited space fostering creativity" that you would expect from the pitch.
In particular, there are bullet visibility issues (see the Electric Underground's review [0] for a more detailed analysis) which I think show how the console limitations would need a much deeper mastery to properly support such modern game design thinking.
However, "a Mega Drive game!" is a great sales point to the majority of people invested in the nostalgia market, with only a surface-level interest of what these games are.
It's why it made it to the font page of hn, and not it's perfect 'traditional' sprite art, or its Yuzo Koshiro soundtrack.
I like shmups because they are pretty much "pure game design"; games are such a complete package of story, interactive experience, etc that it's hard to separate what comes from where. This is what makes design experimentation so interesting and rich.
Does anyone have a video of it on an actual CRT TV? Looking at the youtube gameplay, it looks like it would have some problems with text on the overscan getting cropped.
I am curious how some of the effects look on a CRT.
There's a bunch on Youtube. The art has the typical issues of modern 16-bit and 8-bit games where the designers and artists are not targeting the full hardware stack of the era. Rather, they're targeting simulated machines (emulators) and sometimes also flash carts on original hardware but rendered on modern display hardware.
What I notice is that the highly detailed sprite work doesn't produce the elegant artifacting of the era, where pixel bleeding and whatnot would merge nearby colours together to produce desired artistic effects. More often what I see is a smudged mess with noise.
However, "a Mega Drive game!" is a great sales point to the majority of people invested in the nostalgia market, with only a surface-level interest of what these games are. It's why it made it to the font page of hn, and not it's perfect 'traditional' sprite art, or its Yuzo Koshiro soundtrack.
I like shmups because they are pretty much "pure game design"; games are such a complete package of story, interactive experience, etc that it's hard to separate what comes from where. This is what makes design experimentation so interesting and rich.
[0] https://www.youtube.com/watch?v=ELcS_IyXygs&t=2788s
I am curious how some of the effects look on a CRT.
What I notice is that the highly detailed sprite work doesn't produce the elegant artifacting of the era, where pixel bleeding and whatnot would merge nearby colours together to produce desired artistic effects. More often what I see is a smudged mess with noise.
https://www.youtube.com/watch?v=RWlprFDAobs