| 11/06/2017 | Windows |
Since Doryoku Way: Conflict was cancelled at the end of 2017, all the material ended up being discarded. I’m uploading it here in case anyone finds it interesting.
The files include the most recent version of the project I was able to recover, along with all the graphical assets: new menu designs, enemies, redesigned bosses, and more. In total, there were over 100 different player ships and assistants, around a dozen bosses, several backgrounds, and new menu systems with features like galleries, unlockables, statistics, and a full “codex” with content and overall progress. A story mode with multiple selectable stages was also planned (although I don’t think that part was ever fully completed).
The ships also featured new attacks and special abilities, such as a DoDonPachi-style laser cannon, a plasma sword, or curving lasers inspired by the Raiden series.
The new designs were mostly inspired by DoDonPachi, a fantastic game. I also remember drawing a lot of inspiration from other bullet hells like Ikaruga, Jamestown, Crimson Clover, and the Touhou series (and many more I can’t even recall).
The project includes all the menu systems, progression logic, and level development code. A loot system and profile leveling system were implemented, with multiple unlockables such as new backgrounds (around 30, if I remember correctly), concept art, and more. The main theme was even composed by professional musicians.
The executable included is one of the stable versions I managed to recover, although it contains numerous bugs and graphical issues (it’s a project that’s nearly 10 years old). Still, it can be launched, explored, and some stages can be played.
Fixing it would be unfeasible — the project became very complex, and since it was built in Game Maker Studio 1.4, importing it into GMS2 would be practically impossible. In other words, it would require starting from scratch.
It’s a shame the project was never completed — I still really like some of the redesigns (like the “spider samurai” or the “mecha dragon”). I’m sure that if I had stuck to the original plan, it could have turned into a very solid and visually appealing bullet hell arcade.
Well… maybe next time. In the meantime, enjoy it! :)
As a developer his most common role is Tester. He has participated in one spanish video games, specifically UFOPHILIA (K148 Game Studio, 2026), where he took part as Tester. Besides, he took part in nine video games developeds outside Spain, Ghost Frequency (Serafini Productions, 2025), where he was Translator, y BrokenLore: DON'T WATCH (Serafini Productions, 2025), where he also was Translator.
As a writer he wrote two books about video games, being the most recent ones Anuario DeVuego 2025 (Héroes de Papel, 2026), or Anuario DeVuego 2024 (Héroes de Papel, 2025).
Within the video game press is in the website DeVuego (since september 2024) and in the website Retro Pixel Press (since october 2024).
García Romero has also taught one presentation about video games, Presentación Anuario DeVuego 2024 at Presentación Anuario DeVuego 2024 (Sevilla) on 07/06/2025.
You can know more about Juan Carlos García Romero visiting his social media profiles in X, Bluesky, LinkedIn, ORCID, Google Académico, Telegram, itch.io, or eMail.
This biography has been automatically generated by DeVuego from the information stored in its database, so it may be incomplete.
This Doryoku Way: Conflict (Resources - Archived) presskit has been automatically generated by DeVuego using data stored in its database.
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