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Yellow Trouble News

Demo Update 0.9.0



The Yellow Trouble main game is almost complete, so the demo has been updated to 0.9.0! It's now mostly tweaks and additions before heading for a release date.

Update Notes:

-Arcade Mode-
  • Increased ZK's rate of fire and damage per second to make him more an average between Mei and Fibo's range and damage potential. He needs to be closer to enemies to get better than Mei damage, but can still keep a further distance from enemies than Fibo.
  • Reduced the number of small ducks in Stage 1 to make it a little easier for beginners and for more skilled players to try going for score (without using the pulse wave or pulse shot).

-Quest Mode-
  • Increased ZK's rate of fire and damage per second as per Arcade Mode, in addition to each level across Quest skill power ups.
  • Added a taller indestructible slime wall type that blocks all projectiles, creating new pathway types and path strategies (see image).
  • Some slime pods will grow back after some time upon being destroyed.
  • Changed many enemy positions across all map areas.

Demo Update 0.8.2



The Yellow Trouble demo has been updated to 0.8.2!

Update Notes:

-Quest Mode-
  • Lowered the cost of the Pulse Reveal down to 3 while only requiring either the Shot Cancel or Damage Reduction or Pulse Extend to be active instead of all three for the Pulse Reveal to be available for activation. This means the Pulse Reveal can be activated as early as level 7 instead of level 14 previously.
  • Perk slots 1 and 2 now require 1 point each to unlock before perks can be slotted into them.
  • Added the current map uncovered percentage to the map screen.
  • Added a new slime pod obstacle (see image) that blocks projectiles from both the player and enemy and can only be destroyed by the player, allowing for some new strategies.
  • Changed the layout of some previously hidden areas to give a hint of some later game secrets.
  • Changed button 1 (Shot) to confirm during a Continue screen (in addition to Start), while changing button 2 (Pulse) to cancel or speed up the Continue countdown.

How To Score 1,000,000+ - ZK - Arcade Demo



Turn on captions to see gameplay tips!
Watch and learn how to use ZK and score more than 1,000,000 in Yellow Trouble's arcade shoot'em up mode! ZK is a medium range, and medium speed character, with a higher score potential due to his 3-shot spread.

[previewyoutube][/previewyoutube]

Game Details 1 + Updated Trailer



[h3]Background[/h3]
For the very few who have been playing my games from the beginning, you can tell that I have a strong preference for arcade games, especially with a Neo Geo aesthetic. And when I say arcade games, I mean the kind you put coins in to play, not simply because it is labeled like in Apple Arcade. While games have evolved into AAA blockbusters, I have tried and failed to find any interest in such modern gaming. I do appreciate the technical and visual prowess on display, but they all do not capture that short 20-30 minute, easy to pick up, difficult to master experience a pure arcade game can offer. Since we cannot rely on companies today to make this particular kind of entertainment like they did in the 90s, we have no choice but to make them ourselves.

[h3]Shoot'em up or run & gun?[/h3]
After my first shoot-em up Heli-Cats, I wanted to continue doing another one that allows more shooting freedom. The natural next step is to make a run & gun, but that free movement does change the urgency and pace of a tight shoot'em up. So I combined 8-way firing with an auto-scrolling camera to retain that controlled 25 minute sweet spot for a full run (30 minutes if you unlock the secret stages). I've always liked Shock Troopers with the way they handled directional movement and aim locking with a standard arcade joystick and button set up, so I designed Yellow Trouble to specifically avoid twin-stick controls. This addresses my gripe with how Kiki Kaikai (Pocky & Rocky for audiences in the West) didn't have any form of aim lock for those angled shots.

While Heli-Cats has a more Video System and Psikyo feel (makers of the Sonic Wings / Aero Fighters, Strikers 1945, and Gunbird series) in terms of fast bullet speed and patterns, I decided to go a bit more bullet hell in Yellow Trouble with thicker bullet density and slower speeds. The entire pulse system that can slow down bullets makes this a much more approachable and beginner friendly game. It is decidedly more colorful too and features kids as main characters and A DOG, thus making it a cute'em up!

Make no mistake, it is still going to be a challenge to 1CC (1 credit clear) Arcade Mode on Normal, but the game provides an Easy Mode to help players out, and a Hard Mode when they are ready for the True Last Boss.

[h3]2 Game Modes[/h3]
Some players were surprised that Quest Mode is actually a full adventure in a run & fun style and not merely Arcade Mode with more story. It features a much bigger map with interlocking routes, hidden secrets, and a skill tree level up system with save points as well. I made this mode because I wanted to imagine porting Arcade Mode to home consoles and trying to add more content for the home version, just like how old arcade home releases were given this treatment by porting experts such as M2. Of course, my games are never going to be known enough for that kind of luxury, so it will be a very "budget appropriate port". (read: Quest Mode will last around 1 to 1.5 hours)

In Quest Mode, players can level up and build a character to their liking using the various skill tree upgrades and perks system. It is possible to set up overpowered characters compared to the standard ones in Arcade Mode, and they can also use this special Quest character in Arcade Mode! Everyone will be able to tackle all the achievements in this game using these special assists. They just don't qualify for scores on the leaderboards.

Speaking of leaderboards, the real challenge of Quest Mode is how fast players can beat this mode. You can take your time and become overpowered, OR you can speedrun the game and try to make it with the minimum level you can tolerate the increasing difficulty.

I hope this provides enough details into the game. Try the demo out even if you've played it before. I am updating it with improvements regularly. And if you enjoyed it, wishlist it because it lets this solo developer know that there are a few others out there who like these kind of games! Thank you for your interest and time!

PS: I updated the trailer with more info showing the 2 different game modes.

[previewyoutube][/previewyoutube]

Yellow Trouble is in October's Next Fest!



Yellow Trouble is participating in October's Next Fest! That means there are tons of new games with free demos. If you're looking for an old school arcade shoot'em up OR a run & gun action RPG, give this little game a try. You don't have to play it straight away. The demo will continue to be available later, but do wishlist it if you like it because it really helps this unknown solo developer out! Thank you very much!