Herocore Sample
Sunday, December 26, 2010 at 4:31PM
Richard Terrell (KirbyKid) in Difficulty Design, Level Design, Mechanics, Review, Shmup
Herocore, by Swedish indie developer Daniel Remar, is a Metroid style SHMUP (shoot 'em up) that has earned a place on my favorite SHMUPs of all time along side Defeat Me, Bangai-O Spirits, Ikaruga, Geometry Wars, and Everyday Shooter. This game is so jam packed with game design goodness, I feel that I have to limit my analysis somewhat to make this article more accessible. Like scientists examining ice cores out of the artic, we'll work our way through this game layer by layer.
  
 
 
Controls

 

Anything within the box, you'll have to move to hit. 

 
DKART Skills
 
Enemy Design/Boss


Compare this more detailed map to the mini map below.
 
Level/World Design
Progression/ Sequence Breaking/ Speed Running
Difficulty

 

There's more Herocore design goodness that I didn't touch on. I tried to outline the core design without many spoilers so you can enjoy it for yourself. Though the core gameplay is simple, the overall design is quite excellent. 

Article originally appeared on Critical-Gaming Network (http://critical-gaming.com/).
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