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  • wow..amazing..awesome..just watched this in webmovietube

  • 40,000 views!

  • how much ms points?

  • Woo000..

    Where can I buy the PC version of this game ? ...

  • @trimer34 eventually... from steam

  • @matthewdoucette

    Thanks bro.

  • so many games so little time

  • @15551cue haha nice!

  • Oh wow I have to get this! BULLET HELL FTW!

  • @xanyleon :) it has a bullet hell mode actually... one i'll be posting vids of soon!

  • I completely MISSED this game?! Is it out yet? Is it still available? :O!!!

  • @JohnnyK98k We are trying to get it onto XBLA right now. If so, it'll be out early 2011 on XBLA. Thanks for the interest!!

  • PAAAARTY!

  • 33,333 views!

  • if this game is for PC I so need to get me one and RELEASE ON PC EVERYONE IS DYING TO PLAY THIS!

  • @TheMrXPanda after the xbox 360 release it'll be coming to the PC!

  • I have never been an xbox fan but would buy one just to have this game, 4 player shmup!!!

  • @ratedEG wow thanks!! !

  • @ratedEG 4 player shmups are rare, but not unheard of. There are even some MMO shmups (Valkyrie Sky is the only one I know that's in english). I also happen to know of a company working on a shmup with 4-player that they intend to release for PC. That said, a 360 is still a good investment!

  • It looks awesome. We need more shrumps on the 360, peroid.

  • and what BGM used in boss fight?

  • @shiranamikazuya Oh yeah... Beautiful Sin. Kick ass song.

  • insane xxx hardcore

  • fuuuuuuuuck when is the game actually coming out why the fuck do they show it like 5 years before its even coming out

  • Answer: So that when it comes out, more than two copies are sold. ;)

    Thanks for waiting and being patient. The online scoreboards are being tweaked for Decimation X at the moment; there are issues I need to resolve. Once done, it will be incorporated into Duality ZF immediately for a very quick release.

  • @manlykperry its called advertising. they are still making it asshole

  • @eidius1989 there's unlockable difficulty modes for anyone who wants (and deserves) a greater challenge, to which you are reward far more points if you can handle it. too different games, i wouldn't call ours easier because you can make it harder if you want. you have to prove to the game you are worthy to play those harder modes, first, though (to keep it simple for the 99% who won't ever make use of them)!

  • @eidius1989 That's difficult to say accurately as you haven't played it yet and the game mechanics surely differ (Duality ZF likely has a larger hit box for instance). It has 3 modes from the get-go: Easy, Normal, and Hard: Normal is challenging for most players, Hard is difficult to beat for experts, but if you CAN, Expert mode unlocks (all the way up to God Like). You will be challenged.

    (Please NOTE the above trailer is OLD and the difficulty modes displayed are before we fined tuned this.)

  • I do like the amount of bullets. Nice to see a lot being aimed right at the player.

    Is the ultra-wide playfield really necessary? 16:9 is already very wide for a vertical shmup, and I'm not thrilled with the idea of a playfield that is wider than the screen at that aspect ratio.

    I saw your comment on scoring, and I must say that I disagree. I think good scoring systems force the player to take risks in order to score higher, and simply blowing up everything as fast as possible doesn't do that.

  • @bVork The slight left-right scrolling creates a better gameplay experience. Without it the game feels too "fixed" and old.

    The players do take risks in Duality ZF to score higher. It is much harder to kill enemies faster, especially the large enemies and bosses which are worth more. The bullet patterns are more risky when you are directly below the enemy, and you kill enemies faster the closer you are to them (naturally by the firing mechanism). You will see this when you play it!

  • Comment removed

  • @torrobinson Duality comes from dual play (as well as g-mode and multi-g), all let you control two fighters at once, and the duality spread/laser weapon, which lets you morph from spread to laser with hybrids inbetween. ZF comes from "Zone of Fire", the original name of the game, and a military term which fits the gameplay. ZF deserves a place in the title because of the aforementioned as well as being a unique identifier. Google "Duality ZF" will find our game, "Duality" will not.

  • Comment removed

  • @torrobinson We're a 2-man operation. We are not a big corporation with boatloads of tools and resources. The artwork is programmer art done in cartoon style due to lack of resources. This video is 8 months old, please check out the newer video for better content. We have worked on Duality ZF full-time for 1.5 years, so we are a legit operation, but by no stretch of the imagination do we consider ourselves anything more. We're just two guys trying to make a game that we would like to play.

  • @Feuyaer I was talking about the upper-end potential of indie games in general, not Duality ZF, when I said they "break the mold", are "unique", and are creations that large gaming companies avoid investing into because of their high risk. You misread me. I used my game, Duality ZF, only as an example of a game that wouldn't be without XBLIG. It might not matter to you, but it will to some shmup fans. There are not many shmups on the system. Just an example. I know it doesn't apply to you.

  • @Feuyaer The shmup genre died in the mid-90's, what remained were extreme bullet hell games involving slow, calculated movements. Duality ZF is a throwback to the original shmups when they dominated the arcades: requiring quick-reflex action & weapon power to dominate the enemies. The intensity (2,000 bullets + 100 enemies + 8 fighters @ 60 fps) is never before seen. Duality ZF doesn't break molds (as other Indie games do), it just pushes the intensity of retro old-school to the limits.

  • @Feuyaer Keep in mind this trailer is 8 months old, and the game is better now. Our team is missing an artist, so the programmer graphics are only meant to get by without being noticed. For programmer art, they are not bad. In terms of gameplay (perception clarity), they work. It is easy to read the screen, so we are ok with it. An artist will be one of the next things our team expands to. There is honestly nothing we can do about it until we are a bigger studio.

  • @Feuyaer Duality ZF is retro (on purpose); by design it's not 100% original. It's a shmup; you shoot & avoid being shot; nothing new. But it's "Intense Retro": quick-reflex action of the long dead arcades. No shmup in the past 20 years (since Raiden) brings this type of gameplay. While the graphics are only programmer art (we're just a 2-man team, not a big studio; we have severely limited resources), we are bringing gameplay not witnessed in 20 years, and intensity never before witnessed.

  • Wow. Two controlled by one? Yet another challenge...it's just like Raiden IV in that sense!

  • 4 Players with 2 fighters looks awsome!!!

  • This really is shaping up to be a pretty damn good game from the looks of this!

    I hope this game comes out soon but at the same time, it's better to do a job well than to do a job quickly imo so I can wait. :)

    Good luck! I really hope you manage to hit the XBLA and make it big! :D

  • Very interesting game! good luck! :)

  • Thanks! and good luck with Color Symphony in IGF!

  • If you play in dualmode, or what it was called when controlling two ships at once, can you adjust the firerate differently on both ships or does one control both?

  • in "dual play" both fighters respond to the same firing controls. if you morph the weapon to a wide spread shot, both fighters will do so. we did not want to change the controls from solo play to dual play. true experts may wish to have a spread shot on one figher and a laser shot on the other, but that is a sacrafice we were willing to make to introduce dual play in the easiest form possible (simple controls). barrier of entry was important as dual play frustration could scare off gamers.

  • yeah I totally understand, it could probably get a bit overwhelming otherwise, like it would be really hard to keep track of the weapons and that would only lead to frustration.

  • i knew this was probably gonna be yah game nicley done ^_^

  • Why not add the separate firing mode as an option?

  • what separate firing mode do you mean?

  • You know, the "each fighter can swap between weapons indivdually".

    It'd be good to add something for the experts.

  • @MattTheSpratt We thought of this, but we would have to change the controls so we rejected it in favor of simplicity (simplicity in having unified controls across all game modes and simplicity in terms of the controls themselves). we did have ideas on a control system that would work for this, though, we just didn't want to apply it to the other modes...

  • Finally coming out, huh :) I had my doubts in the beginning, but it looks like it's going to be pretty damn good.

  • Beautiful gameplay, art, particle effects... obviously a lot of great work put together. Please let me know when I can get my hands on it. Keep it up you 2! =]

  • BALLER!!! I've been looking forward to this for months now, it needs to come out SOON

  • We need a demo!

  • How did this not win at least second place?

  • Likely due to polish reasons. Most others are 50% polish and 50% game. Duality ZF is 75% game and 25% polish. Also, it's hard to innovative on shoot 'em ups, although I think we've done well. Being a shmup, it's hard to compete against brand new concepts. However, we believe gameplay and fun factor are #1 priority. The path to that is the pure arcade action you see here. We've optimized this to give the best play experience we can, removing all annoying deaths. What's left is challenge and fun.

  • Been thinking about making my own xna shmup for the future. How friendly is the development environment for this kind of game? Are there lots of stuff in the library that helps you do the stuff you need like moving bullets around, collision detection - stuff like that?

  • XNA handles loading graphics and drawing sprites, so you'll get something moving quick. It handles the game framework, so you just update and draw frames; you needn't mess with the video hardware. You have to move the bullets and do collision yourself, but it's trivial. Unless you have 1,000's of bullets like (Duality ZF) you'll get 60 fps without optimizations. The framework handles the boring stuff, but you still need to code the game. Run through the 2D tutorial and you'll see! :)

  • Ah yes putting graphics on the screen, I remember many years ago creating games as a kid that was the hardest part. I agree movement and collision should be easy in 2D - just simple trig.

    Do you guys, or most xna devs, take a hardcore Object Oriented approach to your code? I know in the old days it was all assembly - these days I think the code re-use you get from OO, as well as just keeping things organized, would be better.

  • Just getting pixels on the screen and setting up double/triple buffering used to be a big deal. XNA handles all of that for you. As well as the sound and controller input. The hardware is managed. All you have to do is interface with XNA and program the game! (and artwork, special effects, game state management, etc.)

    Yes, OO for sure. C# does this well. Knowledge of class / struct and value / reference data types is a must. It differs from C++ so make sure you know it.

    Best of luck!

  • Will this game have a way to slow down your ship for bullet hell dodging?

  • The ship speed automatically goes slower for Bullet Hell mode, since it's just impossible at the normal speed (you can dodge bullets, but you end up backing up into ones you've already dodged).

  • The controls are proportional, so you only move as far as you press the thumbstick (unless you use the D-pad, in which case you'll move max speed). The movement is optimized to the square (even if your thumbstick can't reach the corner, as all official controllers cannot), so diagonal movement has full left/right and up/down speed combined (so you don't lose speed when you need to dodge diagonally after moving orthogonally). This works in conjunction with the proportional control.

  • i should wrap that up by saying we are only considering the 80 point price for now, as the game is still 165MB in size, so there's a lot to squish to even meet the 50MB limit.

  • Great googly moogly, that's a lot of bullets! Hats off to you guys.

  • Does anyone know how much this will be yet?

  • 240 Microsoft points ($3) at the most, which is the cheapest we're allowed to charge for a 150 MB download. We're consider ways to compress it to 50 MB without ruining the graphics and sound quality, to be able to sell it for 80 Microsoft points ($1).

  • I doubt lowering it from $3 to $1 will bring many extra sales if any. I've read quite some stuff on the subject and if a price is too low it can even discourage potential customers as it sounds too cheap :) It may, of course, be different when it comes to MS points - I've only read about casual games that ar purchased with money. My vote is to keep it at 150 MB :)

  • this is exactly what every one says, price it too low and they'll think it's junk. but i think the iphone has proven this doesn't always apply, also xbox live indie games has allowed the $1 USD price point to match the iphone market. the current best seller and top rated xblig game is a $1 game. i think what the $1 price point allows are the impulse buys. these are the "i'm not sure but i'll spend a dollar to find out" buys.

  • just curious (imphenzia), have you bought much content on xbox live? as an experienced xbox live customer, i find even 240 points too much for a game that i'm not sure of, whereas 80 points i'll buy on the spot on just hearing that someone else said it was good. because 240 points is a large chuck of 400 points, which you can get quality xbox live ARCADE games (a step or ten above indie games) for.

  • That's just the thing - I don't even own a Xbox 360 (yet) so maybe different rules apply here as I mentioned (if money is spent from a pot of points rather than from your bank account). Unfortunately I can only comment on indiegames in the PC world, but when I raised BB2 from $5 to $10 sales increased - could be a coincident . But I think nearly just as many people will get the game for $3 as they would for $1, and payback for all your hard work, would be much higher.

  • youtube is not letting reply to this comment, it thinks it's spam!

  • google and read the article "Software Pricing: Are We Doing It Wrong?". it agrees with the idea that lowering the price makes more profits.

  • i think a variable between xbox live and pc indie exists that changes everything. gamers are already ready to buy a game on xbox live. all they have to do is click a button. no forms to fill out. this allows impulse buys that pc indie never gets (unless you are on a content delivery system like steam).

  • bottom line is, if you make a gamer go through the process of paying for a game, it should be worth their time, because even the time it takes to fill out a cc form in enough to push potential buyers off, especially impulse buys. this applies to the price of anything that costs extra (the time and money to drive to the store, the time to fill out online forms, etc.) but doesn't apply to xbox live. even when i have no points left, clicking a button two times (i think) gets me more points!

  • but, Imphenzia, you could be right! these are only my theories! i think generally XBLIG games have sold better when they've reduced their prices. Even Biology Battle went from 800 to 400 to 240. we may be unable to make the 50MB barrier anyway, so I don't want anyone to get their hopes up of a $1 Duality ZF!!

  • Come an realease it already!!!!! *wants to play*!!

  • soon! very soooon! :)

  • DZF looks incredible. My head hurts just thinking about all those bullets.

  • we must be getting popular... as the spammers are starting to come in

  • Looks flippin' sick! Good luck in the competition guys!

  • wow! Look really fun =) i love these crazy shooter games...

    and thanks for the add ^^

  • Intense is a perfect word for this. Nice job, love this game play and art style!

  • thank you! good luck with Merc Defenders

  • I'm a fan of bullet hell games.

  • Best of luck guys, looks intense! I fear my aging reflexes won't keep up ;-)

  • lol! well, after you've had a chance to try it, please let us know if you still hold the same opinion!

  • Thanks! :) There's difficulty modes to suit your gaming ability, so you should be able to find something that you like. Bullet Hell mode has more bullets but they are slower, so you don't have to react as quickly. (Arcade mode has lightning fats bullets.) And you can always enlist the help of a friend to tackle some harder modes, which is fun since it pushes the scores higher, or even just to help attempt to beat the game if you can't solo. 3 extra players adds a lot of extra firepower. ;)

  • And by the way i think the duel ship aspect to your game is a smart direction for the genre and from the sounds of it, you have a good working design with this control method

    Of course it's entirely up to you where you took it anyway but my assumption lead me to believe the game was something it was not and i wanted to highlight this concern for everyones sake- we need more great shooters

    Just that one concern through

    Trouble is people like me exist that don't always pay attention

  • Thanks for your input. To be clear, the Dual Play controls is an add-on to the main game that is structured around Solo Play (controlling a single fighter). The game was built from the ground up to support Dual Play, so it's natively in there; not just an after thought. So, both modes work well. Dual Play isn't hard; most people are used to dual-thumbstick controls. We even have a Multidirectional control mode where the 2nd stuck controls the direction fire. Something for everyone! Fun stuff! :)

  • Absolutely it was an assumption made purely because i really was only casually paying attention - i just saw pretty cool action with more ships than i could handle.I'd seen a couple of videos too so you'd think i would have understood more fully what the modes were

    If i'd payed attention i would have got it but i didn't

    Most people don't pay a heap of attention to the finer details i would be willing to bet

  • good point. we should have, and in the future we will, make a point to note SOLO PLAY as well as DUAL PLAY.

    dual play is an excellent direction for the shoot'em up genre, as it is a feature invented by shoot'em up fans where they would play both players at the same time in arcades, born in japan. it's not a marketing gimmick, but a fan-requested feature. there's a huge difference between the two.

  • Multi play is on the way up and so i guess that was where you have been taking it

    My only concern was if you had intended this for single player using only the 2 independant flying control option.The single play option were it not possible to play as one control would have likely alienated

    I like hard shooters as i'm sure lots of people do also but the thought of needing to control two ships at a time was something i don't think people would have apreciatted, even if they say different

  • a valid concern for sure, which we have handled, but i'm just wondering why you thought dual play was required after watching the above video. did you make that assumption on our past videos before ever watching this one? we will have to ensure to note that "dual play is optional" for all our "dual play" related marketing to avoid confusion on this.

  • The problem i find here though Matthew is that if i'm looking at these videos and asking myself if the focus is indeed only on duel fighting, then isn't that surely a concern for any potential sales

    Sure enough i could do some research as you put it on another comment but some people just wont bother

    I'm a perfectly intelligent sort and what i saw from a few videos(because i was mostly just fixated by how great it all looked) was a game that looked beyond my control capabilities

  • it's called "dual play". duel would be opposing forces!

    the focus is on a multiplayer shmup, hence the widescreen, from 1..8 fighters. we ensure the game works using only a single fighter as that's what most gamers will use.

    most of this video shows this: single fighter action. so, it sounds like your concern is the difficulty of the game, not the dual play nature. correct me if i am wrong. this video only shows very hard difficuly modes, but it has a training/easy modes, too.

  • what we found was showcasing training and easy modes makes the game look boring, which is why developers want to choose challenging footage in their marketing materials. trust me, this game is for all skill levels, from newcomer to elite, from single fighter solo play, to dual play, to multidirectional play, and beyond...

  • Is this going to be two ships controlled with ONLY the one controller because if it is then i fear you've lost a potential audience already

  • Is this going to be two ships controlled with ONLY the controller because if it is then i fear you've lost a potential audience already

    Sure some people could surely manage the difficult task of controlling this way but clearly for the most, it would prove insanely frustrating

    I would honestly expect poor sales of this unless include the option to fly solo

    And in no way is this a slag of what looks a very slick and exciting shooter

  • dual play is optional, and solo play (regular single ship mode) is default. i hope nobody reads your concerns as factual flaws with our game.

    so no worries, although dual play is a part of duality zf's innovation on the shoot'em up genre, it is optional and not the default setting.

    solo play, controlling just a single fighter, will be default controls.

    and solo play, dual play, and two other control modes, will each have their own scoreboards.

    ultimately, you'll play what you enjoy.

  • Dual Play is optional, and is not the default control scheme.

    The video above shows the following:

    - single player controlling 1 ship

    - 4 players controlling 1 ship each

    - single player controlling 2 ships

    - 4 players controlling 2 ships each

    There are other control modes as well.

  • Looks pretty sick! Awesome work and best of luck in DBP2k9

  • I love shooters.

  • 期待してますので頑張って下さい。

    Good luck!

  • 絵柄が外人っぽいな

  • Thanks! :) I can't wait for you guys to try it and master it! :)

  • I wish you luck on the competition, I'm sure you will win. I just revived my 360's RROD (again) and I cannot wait to play this! My street fighter 4 joystick is begging for this.

  • i really wanna play it.. now..

  • Just wanted to wish you guys the best of luck into winning the Dream Build Play 2009 competition. I am positive you guys will win with the amount of polish and content the game has now. I am very eager to see Duality ZF as the winner of the competition and hopefully on live arcade one day. :D

  • thank you very much! :)

  • Thanks! The polish is the last thing we really have to work on and improve. It's still lacking in our eyes, and the more critical we are of our own work, the better the result will be, so I'll keep looking for things to improve. I would love to make it into XBLA! :)

  • Looks like this is the kind of shoot em up I was waiting for to come onto the 360.

  • Seriously, only 400 points? Are you kidding me? When does this come out?

  • Only 400 points! :) We see no reason why this game won't be fun for pretty much every Xbox gamer. Just a matter of getting the word out. No official release date other than summer of 2009, but it will be entered into Dream Build Play 2009 Challenge before it is released.  We are going to apply for an XBLA contract, too.

  • That sounds fantastic, I cannot wait for this to come out.

  • ...because the online scoreboards aren't live until the game is released, all the competition that goes along with it is something we have yet to experience as developers... so honestly we can't wait for it either!

  • Thanks! :) We're still improving it. There are still gameplay issues that need addressing, which I will not be satisfied with until they have been rectified... mainly the boss fights and slight improvements to the weapon system. Can't wait to see you guys playing it! :)

  • Looks really hot, nice work

  • Yup ^^

    GW2 -> GigaWing 2 (the only 4p shmup in history I can remember, beside yours)

    DDP -> DoDonpachi

    I see you thought well about the visibility and colors, my concern was probably due to the fact it's hard to tell just watching a low res video.

    The downlodable trailer and screenshots speak better. :)

    Hey, are there any ingame scoring tricks that allow you to boost your score ?

  • Yup, the HD trailer definitely conveys it better.

    There's no scoring tricks. The scoring is based on domination. The faster you kill something, the more points you get. Right down to the number of frames it takes to kill it. There's no bonus points for icon pickup, level completion, god-like play, etc. All bonuses arrive from the kills themselves. This means -- finally in the history of shmups -- the top scorer is the person best at decimating enemies. I believe this is how it should be.

  • Check out this interview for more detail:

    xona . com/2009/06/13.html

  • What a nice idea ! 4p shmups are too rare, and this looks really promising.

    Makes me think of a GW2 (4p) + Raiden (Ships/weapons/dual) + DDP (bullet patterns) + Toaplan (enemy design) MIX !

    There's only one thing...aren't you afraid that the 'explosions' could sometimes get in the way (in terms of visibility) ?

  • Thanks! 4-player mode rocks. Especially with Dual Play, where you each have 2 ships, and multidirection mode, where you have ultimate control. GW2 = Giga Wing 2? I didn't know it was 4-player. Raiden is a definite inspiration for the weapon system, as you can see we fixed what we thought was wrong with it :P. DDP = do don pachi? We're still improving the bullet patterns; what you see here is still lacking. We have no inspiration from Toaplan except their humorous translations, ha ha.

  • The flashes from bullets hitting enemies and the enemy bullets themselves are drawn last, so you can always see the collision points of where enemies exist (even when hidden by explosions), and you can ALWAYS see enemy bullets. I've spent a lot of time making sure they are visible in chaotic explosion backgrounds, and even with the mess of 8-fighters at max firepower covering the screen in a psychedelic seizure inducing mess. And I still may try to improve it further. :)

  • Saw you comment on some other shmup titles. This definitely looks to be coming together quite nicely. I look forward to playing this game.

  • we're doing alright with this video... we've broke 6,000 views. And had indie games linked to our youtube video instead of our vimeo, it would be more like 8,000 views.

  • Wow thats a great shmup.! I have also made two before. It really looks great.. I love the animation when a "Boss" Ship is down. How did u do that? Rotating a Sprite and turning its opacity down ore something like that?

  • Thanks!  Are your shmups available? You should post videos. I'd love to check them out.

    A boss dying involves sprite rotating and scaling, as well as syncing the fire spots with each. It's colored differently to indicate death and to improve visibility of 'active' enemies you need to worry about -- gameplay is important. The fire intensity also lessens to allow for optimal visibility.

  • Haha.. Nice Nice.! I am going to try that too. Anyway <3 it. I will download it when u get approval ;D About my shmups:

    I will post some Gameplay Tomorrow. Live in the Netherlands and its night ATM. Its a basic Shmup with 3d Models and ur Enemies are Tomato's. Table's. Cheese. Olive Oil. hehe Italian Restaurant.!

  • Glad you enjoy the effects! :)

  • Has MS given the answer if this is worthy of a XBLA release?

  • it has not been submitted, yet. this submission is not something to be taken likely. it's a full, professional project all in of itself. with our new features coming out, it's too early to submit.

  • *lightly

  • *lightly

  • Forgive me for jumping the gun, so to speak. Yes i known you guys want to do everything professional, im routing for ya! I just cant wait to play this title!

  • No problem at all!  We appreciate your support!

  • Thanks, at the moment im very close to importing a Jap360 i want to play Shooting love 200x, Dodonapchi, Ketsui, Death Smiles, Raiden Fighters Aces, Raiden IV and Optemedius Gorgerous.

  • Raiden Fighters Aces is out in North America. I own it, and love it! :)

  • Yh, when i heard its coming to the Western World i thought YAY! then i hear its only in NA.

    I became so sad, seems the UK gets no SHMUP LOVE.

  • oh right you are in the UK... well at least you get to play Duality ZF. It should be a nice change from the "norm" for shmup fans. (The "norm" for shmup fans is no where near the "norm" for the average gamer. We hope to attract both crowds!)

  • Yh thats 1 plus, but all those Jap only SHMUP's they just 2 good but we cant play them. If only there where no region locking.

  • talk about seizure mania..

  • we decided today to put a "may cause seizure" warning in our game

  • epileptic seizure inducing. you better put a warning lable on that game. looks cool though!!! :)

  • I know, we've thought about that... with 8 fighters at maximum firepower with full spread, it's quite psychedelic!

  • please guys, release this thing already!!!.... im gettin anxious, and my playing time is gettin shorter and shorter... so, please, let june be the month it get FINALLY released. pretty please?

  • Help request: Please try playing it in HD and let us know if it plays smoothly or chops out. If it chops out, is it because of bandwidth (slow internet) or processing (slow computer)? Thanks so much.

  • Slow internet..

  • Hi this is MADEIRA STEVE88 from Xbox 360, I sure hope you get the go ahead from MS for a full XBLA release. Trust me shooter lovers will purchase.

  • Thanks! We are going to try! :) If Duality ZF doesn't make it, we'll shoot for Duality II to get into XBLA. ;) Shmup fans will love it regardless of where it's at, since the game is going to give you recognition among your friends with online scoreboards (available immediately) and shared in-game challenges (the latter being released in the first update) that everyone will be able to browse and see.

  • I want an XBLA release because i like the achievement system, since Community games have none i have never brought a community game. Let me know the result on the XBLA submittion

  • You are now trying to get DZF on XBLA?

  • When we develop a tight enough package to show the XBLA team, we will submit it for consideration. Perhaps the review process itself will teach us a lot of things to improve our game to make XBLA in the sequel, or perhaps Duailty ZF will actually make it (the chances of which are low enough that I woud not want any of you to bet on it). I can envision us eventually landing an XBLA contract as we get better at making games.

  • Well i hope this makes it, looking at what you guys have so far to show. It looks grade A material, MS would be stupid to not allow submittion to XBLA. YOU GOT MY VOTE!!!

    Oh UFO Interactive are bringing Raiden IV over to you lot, hopefully it will come to UK or at least be region free.

  • Lack of achievements, leaderboards, and gamerscore is a huge problem with XBLCG and ultimately with selling our game on the Xbox 360. I am hopeful that XBLCG will eventually offer all three. It will not happen before Duality ZF is released, however.

  • Wow 8 ships at once?! That is what I call a shmupgasm :D

  • :) i can't wait to break into those 8 fighter online scoreboards myself... i hope my friends are up for the challenge!

  • Looks like a great game! Cheers from retro gamer :)

  • Thank you. We hope it will be a game retro gamers will love. It has the old school with a touch of new school (online scoreboards, 4x multiplayer, dual play, multidirectional, ...) all wrapped up in one...

  • Great game! Only for XBOX or is coming to PC?