A downloadable game for Windows, macOS, and Linux
Will You Survive this Madness?
I’m on a Mac, a 6 year old mini. The two things that make the most difference playing ROTMG are using Flash Projector and having more RAM. I went from 4GB to 16GB and one big benefit was ROTMG no longer suddenly grinds to a halt after an hour but more slowly degrades in. Download the best classic and new games on Windows, Mac & Linux. A vast selection of titles, DRM-free, with free goodies and 30-day money-back guarantee.
Arena of the Mad King (AotMK) is a fast-paced bullet-hell boss rush game. Touhou meets Realm of the Mad God.
The Mad King is subjecting the peasants to the horrors of the arena. Will you survive and put an end to his tyranny?
Basic Controls:
How to Fight the Bonus Boss:
In the Story screen, click 'No one has survived this terrible fate'. RotMG players, enjoy 'ultra-miasma' and 'ultra-celestial' =)
Requirements:
Shader Model 4.5 or newer (pretty much DirectX11).
AotMK is Still in Early Development!
This game is in VERY EARLY (alpha) development. This is my first ever bullet hell. It is very unpolished and there is lots to come. For now there is one first boss, and one bonus boss.
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Status | In development |
Platforms | Windows, macOS, Linux |
Rating | |
Author | alienfae |
Genre | Action |
Tags | Boss battle, Bullet Hell, danmaku, Difficult, Fantasy, Pixel Art, Retro, Shoot 'Em Up, Singleplayer, Top down shooter |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Mouse |
Accessibility | Configurable controls, High-contrast |
Download
Click download now to get access to the following files:
Development log
- Changelog: Patch v0.3.3.1bFeb 16, 2021
- Changelog: v0.3.2bDec 26, 2020
- All Assets UsedNov 26, 2020
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this looks a pretty nice game! i'm just a bit worried, why i start to take damage out of nowhere in the bosses? even in the bonus boss i get hit without touching anything
Ty! Do the enemy bullets render for you? The game needs DirectX11 to properly work. There should be a notice that pops up warning players about this but so far that didn't appear for only one person (and they used Linux, which I know nothing about lol)
Got done with the demo, good stuff! I like the screen spin mechanic, I've been curious what a bullet hell shmup would be like with 'Gyrus' or 'Tempest' spin mechanics. I think you pulled it off quite well. With more arenas/bosses and some light story & I think you'll have quite a fine full game. Looking forward to it if you continue development.
I was pretty satisfied with the challenge, but as stated in some other comments, don't be afraid to bump the difficulty up just a bit for later bosses.
My one real gripe is the mouse - seems kind of unnecessary gameplay wise and not great for use with control pads or arcade sticks (which can offer finer control than keyboard for tight bullet dodging.) Maybe have an limited lock-on feature that encourages players to spin the screen towards the target?
Also, the Linux build runs fine; was able to get through the whole game no problem.
Thank you! If you like, I've just updated the game with a new bonus boss. I plan on having minions that can be aimed down and shot at with the mouse eventually. I like that idea of having a little bit of aim assist if I figure out controller stuff.
So I grew up with both Touhou and RotMG, so naturally I hopped right into this game on Windows, then Arch Linux. I haven't found much difference so far.
The controls feel like Rotmg for the most part. I changed the focus button right click for focus the since it hurt to move focused for extended periods using the default controls.
Difficulty is on par with a Touhou 2nd boss on normal. With the simple patterns, tiny hit box, and generous spacing, I was able to clear it with no damage and mostly minimal movement. Was a little disappointed at the difficulty, but considering it's in alpha stage I'll give it a pass for now. Consider patterns that brings you closer to the boss or at least can't be cheesed by sitting in the corner a la pre-vital-combat RotMG.
The aesthetics (you're working on these rn, right?) are OK if you turn off the FX. The filters make everything fuzzy on 1280x960 and 1400x1050, both windowed and fullscreen. The individual bullets are nice and bright against the dark background. Unfortunately the patterns were nothing of note. Again, alpha stuff. The rune affects while focused and the energy spheres were a decent visual touch while not being too distracting.
I turned off the music after the first few runs. It got old fast.
Overall it's a decent prototype. Good luck on finishing it.
Hey, thank you for playing the game and providing such detailed feedback! The very first boss has been a great prototype to test things out, and since then I was able to add different character abilities and difficulty options (which will need to be tested and balanced, of course).
I've been working on some more interesting bullet patterns for this boss as well as future ones after getting the hang of generating the most basic ones. The gameplay loop has been a much higher priority than graphics, but I promise you won't be disappointed in the next update cycle or two =)
Seems like it could become a nice bullet hell, wish you luck for the development!
Mmm... I'm sorry to say this, but that's not really a fangame, and it's way longer than 3 minutes! The game itself seems pretty good, but it doesn't fit as a submission to the jam...
I wish you luck on its development though. It looks promising!
Hi, thanks for checking out AotMK. It started out as a very small fangame and I never expected it to eventually turn into its own game. I might add it to a 'finish your game' sort of event instead
Neat game you have here.
I have never played a bullet hell game before, so it was hard for me. I wasn't able to finish. I feel like it would have been a bit more interesting if there was some extra abilities.
As for the whole art style and music, I didn't really care much for the art style. The music was nice though.
Thanks for playing the very first build! The game is still so early in development, abilities will definitely be added. Yep, the art style is very niche indeed (inspired by RotMG).
A downloadable game for Windows, macOS, and Linux
Will You Survive this Madness?
Arena of the Mad King (AotMK) is a fast-paced bullet-hell boss rush game. Touhou meets Realm of the Mad God.
Realm Of The Mad God Mac
The Mad King is subjecting the peasants to the horrors of the arena. Will you survive and put an end to his tyranny?
Basic Controls:
How to Fight the Bonus Boss:
In the Story screen, click 'No one has survived this terrible fate'. RotMG players, enjoy 'ultra-miasma' and 'ultra-celestial' =)
Requirements:
Shader Model 4.5 or newer (pretty much DirectX11).
AotMK is Still in Early Development!
This game is in VERY EARLY (alpha) development. This is my first ever bullet hell. It is very unpolished and there is lots to come. For now there is one first boss, and one bonus boss.
✦ YouTube
✦ Twitter
✦ Instagram
Status | In development |
Platforms | Windows, macOS, Linux |
Rating | |
Author | alienfae |
Genre | Action |
Tags | Boss battle, Bullet Hell, danmaku, Difficult, Fantasy, Pixel Art, Retro, Shoot 'Em Up, Singleplayer, Top down shooter |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Mouse |
Accessibility | Configurable controls, High-contrast |
Download
Click download now to get access to the following files:
Development log
- Changelog: Patch v0.3.3.1bFeb 16, 2021
- Changelog: v0.3.2bDec 26, 2020
- All Assets UsedNov 26, 2020
Log in with itch.io to leave a comment.
this looks a pretty nice game! i'm just a bit worried, why i start to take damage out of nowhere in the bosses? even in the bonus boss i get hit without touching anything
Realm Of The Mad God The Machine
Ty! Do the enemy bullets render for you? The game needs DirectX11 to properly work. There should be a notice that pops up warning players about this but so far that didn't appear for only one person (and they used Linux, which I know nothing about lol)
Got done with the demo, good stuff! I like the screen spin mechanic, I've been curious what a bullet hell shmup would be like with 'Gyrus' or 'Tempest' spin mechanics. I think you pulled it off quite well. With more arenas/bosses and some light story & I think you'll have quite a fine full game. Looking forward to it if you continue development.
I was pretty satisfied with the challenge, but as stated in some other comments, don't be afraid to bump the difficulty up just a bit for later bosses.
My one real gripe is the mouse - seems kind of unnecessary gameplay wise and not great for use with control pads or arcade sticks (which can offer finer control than keyboard for tight bullet dodging.) Maybe have an limited lock-on feature that encourages players to spin the screen towards the target?
Also, the Linux build runs fine; was able to get through the whole game no problem.
Thank you! If you like, I've just updated the game with a new bonus boss. I plan on having minions that can be aimed down and shot at with the mouse eventually. I like that idea of having a little bit of aim assist if I figure out controller stuff.
So I grew up with both Touhou and RotMG, so naturally I hopped right into this game on Windows, then Arch Linux. I haven't found much difference so far.
The controls feel like Rotmg for the most part. I changed the focus button right click for focus the since it hurt to move focused for extended periods using the default controls.
Difficulty is on par with a Touhou 2nd boss on normal. With the simple patterns, tiny hit box, and generous spacing, I was able to clear it with no damage and mostly minimal movement. Was a little disappointed at the difficulty, but considering it's in alpha stage I'll give it a pass for now. Consider patterns that brings you closer to the boss or at least can't be cheesed by sitting in the corner a la pre-vital-combat RotMG.
The aesthetics (you're working on these rn, right?) are OK if you turn off the FX. The filters make everything fuzzy on 1280x960 and 1400x1050, both windowed and fullscreen. The individual bullets are nice and bright against the dark background. Unfortunately the patterns were nothing of note. Again, alpha stuff. The rune affects while focused and the energy spheres were a decent visual touch while not being too distracting.
I turned off the music after the first few runs. It got old fast.
Overall it's a decent prototype. Good luck on finishing it.
Hey, thank you for playing the game and providing such detailed feedback! The very first boss has been a great prototype to test things out, and since then I was able to add different character abilities and difficulty options (which will need to be tested and balanced, of course).
I've been working on some more interesting bullet patterns for this boss as well as future ones after getting the hang of generating the most basic ones. The gameplay loop has been a much higher priority than graphics, but I promise you won't be disappointed in the next update cycle or two =)
Seems like it could become a nice bullet hell, wish you luck for the development!
Mmm... I'm sorry to say this, but that's not really a fangame, and it's way longer than 3 minutes! The game itself seems pretty good, but it doesn't fit as a submission to the jam...
I wish you luck on its development though. It looks promising!
Hi, thanks for checking out AotMK. It started out as a very small fangame and I never expected it to eventually turn into its own game. I might add it to a 'finish your game' sort of event instead
Neat game you have here.
I have never played a bullet hell game before, so it was hard for me. I wasn't able to finish. I feel like it would have been a bit more interesting if there was some extra abilities.
As for the whole art style and music, I didn't really care much for the art style. The music was nice though.
Thanks for playing the very first build! The game is still so early in development, abilities will definitely be added. Yep, the art style is very niche indeed (inspired by RotMG).