My first devlog


I started this game one year ago, I initially made a prototype in Picotron, to learn the engine, but eventually I felt like I wanted a more beefy game engine but I was kind of burned out by unity, so I tried to learn Godot.

The first build was very simple, I barely managed to make the character walk and shoot, everything was a struggle, then I stopped working on it for a whole year, until this February when I had once again interest in picking it back up and actually learn how to use Godot, then I started working on it basically daily, sinking many hours into the game, making rapid progress, until about the end of march when my steam kind of ran out and I slowed down, so I finally decided to release the demo, with as much polish as I could do without spending much more time.

So why Cirno in a cyberpunk setting? I wanted to merge the aesthetics and gameplay of PC games I grew up with in the 90's with Touhou, my two greatest current passions, for my very first prototype I just drew a very small cirno sprite and let her go through a factory shooting things and I thought it looked neat, also isekai plots aren't new to touhou so why not do a "reverse" one for once?

I really hope people enjoy this game and I hope I get the chance to finish it and realize my full vision, there are many many many things I wanted to do but I couldn't do it without taking some extra months.

Here's a few:

  • Remappable controls
  • Proper gamepad aiming
  • More weapon types
  • More enemy types
  • More varied bullet patterns and bosses
  • Better UI showing the current equipped weapon and owned keycards
  • Weapon switching hotkeys

Files

cirno-no-reason-windows-alpha.zip 106 MB
Version 0.1.0-alpha.650 5 days ago

Get Cirno: No Reason

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