>developed on PC
Explain this shit. Can't blame consoles now.
A combination of philosophy and laziness. The low framerate facilitates slowdown, which is a common bullet hell technique to keep people alive for decent stretches of time. Techniques to keep players alive are not an inherently bad thing for a one life shoot-em-up, but at the same time it's an easy and sloppy solution to the problem. NT can run 60 FPS pretty well, particularly the early builds that have been modified thanks to Game Maker, so it's still a loss.
There is nothing wrong with 30 FPS caps.
60 FPS or unlocked FPS is nice, but if a game can look good and be playable in 30 than there's no issue.
Nuclear throne doesn't have anything that needs 30 FPS, so it's fine.
I have less a problem with 30 fps caps and more with "It's 60 fps, next gen is now!" on announcement but later on it's "Only losers care about 60fps, 30fps is more cinematic anyways"
So less the specification and more broken promises because you're a hack
>Takes a good 17 hours to reach the throne for the first time
>After I reach the throne once, I can reliably reach it almost every run after
IT'S LIKE MAGIC
They didn't develop it at 60.
Game Maker determines its FPS by a setting called "Room Speed", which, by default, is set at 30. You can very easily change it, however, you will have to cut a lot of your variables and math in half because the room speed is now doubled.
For example, if you have a character move at speed of 4 at a room speed of 60, it would be equal to a character moving at a speed of 8 with a room speed of 30.
They may have also capped it because their sprite animations didn't translate well to 60, but this is rarely the case.
I thought it was something along the lines of them not wanting to create sprite animations made for 60fps and instead used 30fps sprite animations
Or it's just because it's fucking Vlambleer which everybody seems to suck their dick despite being no better than any other big shot indieshit dev
Sprite animated games are typically lower FPS because blitting sprites is pretty slow and more sprite frames bloat asset size a lot. Also, there's typically only so many 2D sprites you can fit on screen.
For polygon animated games there's no real reason to limit FPS whatsoever. Since the amount of polygons and animations on screen can vary a lot, the engine will have to deal with serious frame drops no matter what, and that same functionality deals with obnoxiously high framerates for free.
>mfw i beat the game within 3 hours of owning it