I thought it was quite an interesting game. I was also excited to see something written in Java
Thanks! And yes, Java is great
First up, the "Demo" mode didn't work for me. When I clicked it the game just locked up.
Yeah, I see why - works now!
I reloaded and started playing "Planned" mode but it took me a while to figure out what to do. It wasn't obvious to me at first that you have to shrink your line to nothing and then expand it again when it breaks, but I'm guessing that's explained in the demo.
Yep - you will see it in the demo right at the beginning. This part (along with the catching) is better explained with visuals than with text, I think.
Played up to level 19 and it was starting to get quite difficult. I liked how new and interesting enemies kept being introduced, the one that hovers near you was particularly clever.
Nice! I have made 35 levels so far, and nearly ever two to three levels is a new enemy introduced. And yes, the moon can be quite intimidating till you figure it out! :D
Criticism wise, I didn't think it was always obvious what would break your line or what was immune to it. For example, the blue things that shoot out red spikes - they obviously get bigger when the spikes pop out but it's not immediately obvious that they will automatically break the line. Maybe a consistent colour scheme so that you know red things always break the line? Similarly with the ones that turn white and can't be caught. There are other white enemies that you can catch so it's not obvious that you can't catch them when they're white.
Okay, I will take it to heart. At first I actually wanted red to always break the line, but it turned out I had only one enemy which used this kind of line-breaking, so the color scheme was abadoned. Shame on me. And thanks for the head-up regarding the white ones (they're called "Ghostlike") - I never thought about the other white/grey ones.
By the way, I don't pull the names out of nowhere - I actually had a little bestiarium in there. Sadly my laptop was stolen, and I have to rewrite a bit of code, so stay tuned for the next release which will feature it again
The controls are pretty intuitive after a while.
That's good to hear! Most of my testers struggled with it only at the beginning. Was that okay for you?
I have to think up something else, though - the danger that someone presses "W" at the beginning in an attempt to move the ship and dies immediatly in a Gravity Bomb is kind of high. Maybe X, C, S, D instead... but I really like that I can use A and D all the time, and always have a finger hovering over W and S, so I can use Gravity/Sonic Bomb whenever I need it.
Maybe consider adding some "momentum" to them so they're not just on/off - it'd make your ship feel like it has a bit more substance. On the other hand the current system is also good as you know exactly what will happen. It's hard to tell which would feel better without trying it.
Mhmm... could be a preference setting, since some people maybe want it and other (like me) would turn it off.
Anyway, I enjoyed it and definitely interested to see it with more polish.
Thanks again, will do!