I been playing R-Type Final 2, and while it’s well made enough to keep my attention I kinda don’t really enjoy it and want to make somethinng that will be a sort of Specifically Not This. I know it sounds horribly reactionary to go in with design goals of NOT THAT SHIT, but it’s what I’m feeling.
No huge hit boxes
No glowing effects making the boundaries of hitboxes hard to determine
No checkpoints
etc
personally i think the best approach is to survey your options and pick the most functionally and structurally acceptable-to-you starting point and rip & tear. following a recipe is more likely to make your eyes glaze over
it’s unlikely to materialize as a game, but I’ve been taking extensive notes for a shmup, and the entire inspiration was “what’s the opposite of a metroidvania? What kind of game almost couldn’t have a double jump or air dash?”
I had no real relationship to the shmup genre before besides being a distant admirer, the initial spark was entirely reactionary. I’ll see if that can carry me thru an entire project