Author Topic: Zenzizenzic (now at v1.02) $  (Read 3019 times)


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Zenzizenzic (now at v1.02) $
« on: July 30, 2015, 02:24:15 PM »  $9.99 Win/Mac/Linux

Zenzizenzic is a fast-paced, adrenaline-infused twin stick bullet hell shoot 'em up and open world roguelike. Featuring a beautifully abstract art style and a thumping, full throttle soundtrack, it's sure to get your thumbs sweating and your blood pumping!

Zenzizenzic hurls you into the abstract perils of a bullet-strewn fever dream. Battle your way through five varied levels in Classic Mode or explore an open world in Macro Mode, both of which are stuffed to the brim with legions of enemies. You'll dodge an onslaught of bullets while returning fire with an awesome arsenal of weapons and power-ups, leaving complete and utter destruction in your wake.

In Classic Mode (single player or local co-op), you'll face five distinctly different levels with their own challenges, theme, bonus level and boss encounter. Arm yourself with two multi-layered weapon systems of your choosing such as screen-filling lasers, homing missile barrages, highly destructive charge shots, time jumps to slow the action down, black holes that warp and redirect immediate threats and more.

High scores don't come to the faint of heart, so test your mettle in multiple training modes. And hey, if you're in the mood for a grueling challenge, try Gauntlet Mode to try and complete all five levels in a single run.

Macro Mode (single player only) is inspired by roguelikes with an open, random and procedurally generated world based on the levels in Classic Mode. Find upgrades to enhance your ship to epic proportions— you'll need to, because you're bound to encounter massive enemies that span multiple screens! It'll take brawn and brains to tackle monsters, uncover hidden secrets and discover varying ways of optimizing your score.

Welcome to the bullet-ridden world of Zenzizenzic. Go on— give it your best shot!


In a few short moments it will be exactly a week since Zenzizenzic was officially launched on Steam. Since then much work has been done to fix small things and adjust bits and pieces and today those adjustments are live in patch v1.02! Read on for the full list of fixes and changes.

If you have any questions or concerns about these notes, feel free to drop a comment!

Typo fixed in the menu when choosing the Gauntlet mode.
Fixed an issue with the Steam leaderboards for level 5 on Hard and Very Hard difficulty.
Removed the Personal Best, Achievements and Leaderboards overviews from the weapon selection menu when in the Boss Training mode as that information is not applicable to that mode.
Fixed an issue where high speed bullets would escape the Black Hole ability. Enemy bullets now turn much sharper towards the black hole when close enough.
Adjusted the Pause menu so now the mouse cursor is displayed over the menu graphics rather than below it.

Greatly increased the amount of points that enemies are worth in level 3 and to a slightly smaller extent in level 5. Charge the leaderboards!
Fixed an issue in the Gauntlet mode progressing into level 3 on Hard difficulty where the screen would almost white out completely.
Fixed an issue in the Gauntlet mode where the background from level 4 would stay after level 5 had started.
Fixed some discrepancies on how enemy lasers react to player shields and special weapons. Now all enemy lasers should destroy on contact with a shield or shield explosion and not destroy when hit by, for example, a Charge Shot. Enemy lasers do not interact with player special weapons.
Fixed the mouse over on the restart and exit buttons in bonus level 5 on the Training mode.
Adjusted the enemy '16 Orbital Spinner' bullet pattern in level 2.
Fixed the Pause menu in the Boss Training mode of level 4.
Fixed a bunch of issues with Bonus Training levels, most notably camera position adjustments.
Fixed an issue with the level 1 achievement in the Gauntlet on Hard and Very Hard difficulty.

Slightly lowered the enemy spawn rate increments on Hard and Very Hard difficulty.
Reduced the amount of bullets the level 2 enemy 'SwirlyShooter' (scientific name) swarms out.
The Shop is closed now as soon as the boss spawns and does not spawn during a boss encounter.
The level 2 boss is adjusted so it takes less effort to open up the doors to the core and it is a little bit more apparent how to do so. The boss' health has increased by about 20% to make up for it.
The level 3 boss fight is adjusted so the entire first phase involving the chasing boss sections is no longer part of the fight.

See you on the leaderboards and thanks for the support!

Looks slick, yet another KS success story.   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training