
MARRAS
A downloadable game
MARRAS is a bullet hell shoot 'em up that blends classic arcade-style gameplay with modern visuals and features. This work-in-progress project is a dynamic, evolving creation, and your feedback can help shape its future
AGDG Demo Day Exclusive Previews
This page provides access to exclusive development previews released during AGDG Demo Days. Each build is available for download only during its specified time window. Once the period ends, the build vanishes, making way for the next iteration. Check back for updates on upcoming Demo Days!
Current Version: Demo Day 64 Development Preview
Availability: Available from September 5th 2025 to September 21th 2025
Notes: https://mint-jams.itch.io/agdgpachi/devlog/1025047/agdg-demo-day-64-changelog
How to Get Involved
- Follow this page for notifications about new Demo Day builds.
- Download builds during their active window to avoid missing out.
- Share your feedback, discoveries, or issues in the comments to help guide future updates.
A Note of Caution
These early previews are unpolished and will contain bugs and incomplete features. Embrace the imperfections. They’re part of the development journey.
Updated | 19 days ago |
Status | In development |
Author | ミント・ジャムス |
Genre | Action, Shooter |
Made with | Godot |
Tags | 2D, Bullet Hell, Difficult, No AI, Retro, Shoot 'Em Up, Short, Singleplayer |
Average session | A few seconds |
Languages | English |
Inputs | Keyboard, Gamepad (any), Joystick |
Links | Steam, Twitter/X, Steam |
Development log
- AGDG Demo Day 64 changelog37 days ago
- AGDG Demo Day 63 wrap-up91 days ago
Comments
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Hey! I tried the demo, and after playing just enough to get my first 1-life no-bomb clear, the game already feels super fun and addictive! It really makes me want to keep grinding runs :)
The Arcade mode is extremely well-paced, with interesting patterns and perfectly balanced difficulty. This is top-tier shmup design! The visuals are gorgeous, and I’ve rarely seen pre-rendered high-resolution graphics look this good. Performance-wise, no issues at all on my RTX 3060 12GB. (I disable Vsync though, otherwise I get a bit of input lag.) Bullets are perfectly visible, no unfair deaths. Excellent.
A quick note on the hitbox: when I first tried the game yesterday, I had trouble locating the hitbox without focusing directly on the ship. Looking where I was shooting, I instinctively felt like I was positioned higher, at the laser’s firing point. It took me about an hour before I could accurately place myself on screen without constantly looking at the ship. I don’t think this will be an issue for experienced shmup players though, and in any case the game really makes you want to push harder ;)
The music fits the game perfectly—energetic, driving. And I love how subtle the SFX are: you really just hear what matters, like enemies blowing up. Spot on!
The campaign mode is also interesting—great for learning the game and figuring out the patterns. Really original too, very few shmups have experimented with this kind of gameplay (maybe Bullet Hell Monday to some extent, but still quite different). Very cool, but clearly it’s the Arcade mode that makes me want to grind :)
I’d been following the project on the Shmup-STG dev Discord, so I’m really glad I got the chance to test it. Huge congrats for bringing the project this far already, and best of luck with the rest of the development! I’ll definitely be following closely!
I'm thrilled that you tried the game and shared your feedback! Your kind words and encouragement truly motivate me to keep pushing forward with this project. Knowing that it brings joy to players like you makes all the hard work worthwhile.
As I'm developing this project mostly on my own (with the exception of the amazing OST by Excemia, for which I'm incredibly grateful), I often rely on my instincts to make decisions. This can leave me uncertain about whether I'm on the right track. Player feedback like yours is invaluable. It helps me understand what’s working, what’s fun, and what needs improvement.
Thank you so much for following the development and giving the early build a chance. We’re on this journey together, and that fills me with joy!
This game has a really good foundation.
Movement is very fluid and the speed feels just right in normal and focus movement. I would like to try this out with some tighter patterns (if that is your plan) and see if it hold there, but so far I think it would feel good there too.
Visual feedback:
In the below section, my rapid shot was hitting the enemy, but it didn't seem like it was dealing damage. There was no obvious indication that anything was happening. Once I focus shot, I got the reticle and rolled with it until he died. There was a decent amount of time I was dealing damage and I didn't think I was affecting him and thought maybe I need to take out his side arms first. (watching my replay back I can see the body is flickering blue/gray. During game play I didn't notice this as the overlapping blue shots blended it in with my peripheral view. Maybe a different color would help? Close to his death he flashes red and that is obvious, so maybe orange before).
Another thing I noticed is a lot of the explosions outside of my direct view look like shining pickups, similar to the DDP games where you can shoot a point to expose a bee pickup. Not necessarily an issue, but it is a little distracting at first.
I think if the explosions were confined to an enemy this would be less distracting. For example the first stage boss has explosions happening off his model and a little further away as seen below.
At some points when I switch between focus and rapid it seems I am cancelling bullets but am not sure how that works.
I am looking forward to the release, I think its gonna be a solid STG and will be a day 1 purchase from me at this rate.
Good job.
Thank you very much for playing and providing feedback with screenshots! Things you have mentioned are stuff that's easy to fix and will be addressed before the next build.
I'm really glad you enjoyed the game already in its very raw and unpolished form. I can promise it will be even better in the future.
Thank you very much!
Another Cave-head, I enjoyed the demo (DD64). My impressions seem to be similar to the other comments.
* When I started the hit box wasn't where I expected it (I think I expected it to be closer to the cockpit). Since I'm focusing further up the screen and not recognizing the player ship past being a blob moving around, the hitbox being closer to the top of the blob might help. By the end of the demo I had it figured out.
* Unfocused shot seems to be lacking in density a little (maybe this is just before any power-ups?) There would be times that I fire at flying enemies a bit and they still reach the bottom of the screen, so they require a bit more attention than I'm used to. Later on I realized being higher up the screen and point-blanking everything increases fire rate (because of the on-screen bullet count?) which made the shots and enemies behave as I expected.
* On the tank mini-boss I was firing at it and hitting nothing, turns out there was a cannon or something on the far side I hadn't destroyed. I was confused for a moment before grazing it and noticing it flash red.
And a few minor bug-ish things:
* In the settings screen I opened the prompt to set something, somehow focused away from the dialog, and because the mouse cursor is hidden I couldn't get back in
* In campaign mode, I lost to the main boss and after the restart a few bullets were still on-screen (they drained away before the actual fight started, I didn't try to catch one)
* End of area 17, was that an upside-down wheelchair mark?
Thanks for the demo, I'm looking forward to seeing what comes next.
Thank you very much for the feedback and for taking the time to play and provide your feedback! Bugs have been addressed, and most, if not all, things will be fixed or tuned to the next development preview.
Thank you for playing one more time. It really keeps me going with the project to see people are interested in the game in its early stages. I'll do my best to keep making it better and better until we have something special to enjoy together.
Gave it a shot, very impressed! Was looking forward to this demo for a while now, and the one level you have ready (in Arcade mode) is fantastic.
Some stuff I noticed:
Looking forward to future updates.
Hi! Thank you very much for playing and for the feedback! All the issues have been noted, and I have created working tickets for them.
I look forward to resolving the issues and adding more content to play.
This game has been on my radar for some time and now that I've been messing around with the demo I'm even more excited for the full release! Really love the visuals and the bullet patterns are engaging. Stage 1 boss is really fun too.
I don't know how the score works since this demo doesn't has any, but considering the lock-on mechanic and the fact that the demo's boss has many destructible parts, it seems like destroying boss parts will be part of score play. In some shmups this can feel like a chore but in this case I had a lot of fun milking this boss!
Also, I found a kind of silly safe spot on the third pattern. If you destroy all the left side of the boss and then you hug the right side of the screen after the second pattern, the boss will move in front of you making its right side go out of screen, leaving you with only the pink bullets which are static. You can see me doing it in the video below.
Only minor complaint about the boss is that after destroying all its parts, that last pattern goes on for a little too long for me, and since the pattern doesn't get harder or anything, it can feel like the fight is over but the boss keeps going for some reason.maybe making the last pattern grow in intensity as it goes on will help? This way players who don't care about boss milking won't be seeing the harder pattern since they will be focusing on the main body of the boss, destroying it before that point. Again, this is just me assuming that boss milking by destroying parts is going to be a thing, so just disregard this if that's not the case.
Campaign mode also looks interesting. Breaking the stage into chunks that can be played and completed individually is an interesting idea and I can see it being appealing for people new to the genre. It also looks like it can be a very useful way to practice bosses.
As far as negatives go, i really don't have many. Obviously is a work in progress so stuff like sound design and the lack of a visual for the bomb can't be held against it. I can only think of one thing that kind of bugged me and that was the ships visibility.
A lot of the background in this first stage is gray, which can make the ship kind of hard to keep track of. This is somewhat alleviated by the visible hitbox, but even then is really small and can get easily lost when there are a lot of bullets. Cave tends to make their visible hitboxes huge (Deathsmiles, DFK, SDOJ, Futari) even if the actual hitbox is really small, which helps to keep track of where you are on screen with your peripheral vision.
Maybe this is just a stage 1 issue and other stages make the ship pop out a bit more or maybe is just a me problem, in which case feel free to disregard this comment lol
overall, this looks like a really interesting project with a lot of potential and I'm really excited to see how the full release will be like!
I'm really glad you enjoyed the game even while It's in very early stages! This kind of feedback you provided really helps me with the development and to make the game as good as players deserve to have it. Already now I can say that SFX and ships visibility will be very high in priority in coming weeks. Also implementing missing features such Bomb, Resource system tied to bombs, score and collectable items Thank you one more time to playing the game and giving your honest and precise feedback!
I'm glad you found my feedback useful! It's been a lot of fun playing this demo and I'm looking forward to the full game release!
As a rabid Ketsui fan I've been eagerly anticipating this demo. The look and feel of playing Ketsui are pretty close even in this early build, which is great.
Pros:
Cons:
Overall:
Super early build obviously, but an extremely promising shmup. As someone who loves Ketsui I can see the influence and it's already doing the inspiration justice while maintaining its own identity. I can't wait to play more with added sound effects and music, as well as seeing all the levels in store (there look to be a lot!).
Thank you very much for playing and extra thanks for providing feedback! Especially in a form, that' s very usable when creating my next working tasks with the project! Super!
Any time, thanks for making this demo available