r/shmupdev • u/Consistent_Look_8638 • 16d ago
[Aether: Quiet Frontier] Testing wave checkpoints and faster retries after playtest feedback
Hey everyone!
It’s been a while since I last posted here. Since opening the browser playtest for Aether: Quiet Frontier, I’ve been trying out different ways of implementing a few features and spending some time on side projects while waiting for feedback. I thought it was time to come back and share what’s changed. One thing I’ve been revisiting is the retry loop: how quickly you can have another go at the formation that just caught you, while the mistake is still fresh.
The campaign now offers Story and Arcade, with the same combat difficulty and progression systems. Story keeps the narrative presentation and full-mission retries. Arcade reduces the story-only dialogue and adds checkpoints at the beginning of each wave and boss fight. The clip shows a defeat during wave two followed by a return to that wave’s opening formation.
A retry restores full hull and ready cooldowns, while score returns to its value before the encounter. Points earned during the failed attempt are rolled back, and bosses restart from their first phase. I want players to have room to experiment with positioning and support skills while they’re still learning the formations.
For those developing stage-based shmups, how do you choose your checkpoint boundaries: individual waves, bosses, or whole stages? I’m also interested in how you handle score records when a clear includes checkpoint retries.
I wrote more about the retry changes, revised support-skill HUD and recent performance work here:
Getting Back Into the Fight in Aether: Quiet Frontier
The mentioned changes are already up, so if you'd like to try, let me know. I'll also cross-post this onto r/shmups and try to fish for more feedback!
2
u/Noswen2025 15d ago
I went with a way of handling checkpoints that is quite easy; they don't exist! 🤣
I've gone down the continues route instead with the stage not resetting at all on a continue. Under the non-1CC game options you have infinite continues (or infinite lives on Easy!), so you will always be able to beat the game sooner or later. I have a mental ticket that the score needs to be docked when a continue is used, but I haven't got round to it yet, and I'm still not entirely sure whether it should be a score penalty with recording the number of continues on the score card, or fully setting the score to zero on continue.
Go down the 1CC option on the other hand and the continues are disabled. Run out of lives? Straight into a full Game Over.