(I played the 64 bit version, jsyk.) This is obviously very, very early in development so I'll probably touch on some things you're already well-aware of that need to change. Rather than PM you, I'll post my impressions here so other people can chime in, agree or disagree with any of my points. Also, I'll bring up Star Fox 64 disgustingly often, but I don't think you can blame me for that.
Thanks for taking the time out to give your feedback.
Choice of font in the HUD: you're on the right track with a sans serifs font, but I hope the one we currently see is just a placeholder. It lacks character to be anything more.
The HUD is only a place-holder.
Compared to Star Fox 64, it feels like the ship is a lot farther away from the screen. It felt weird to me and I don't think I particularly like how it is at the moment. But that might just be my personal preference.
I've experimented with bringing it close to the screen, and can agree with you, it does feel easier to target enemies and feels a little faster, so I've changed this.
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I also wish you could see a little farther. It feels like enemies and environment pieces pop into view very late and that combined with my point right above this one, it feels like the game gives you a very short reaction time. Even the original Starfox for the SNES has a bigger draw distance (I've never played that one, but I looked at a video just now).
This is something else I agree with you upon, that I've just started to improve.
I feel like, if it was already possible to die, the robot guys in stage 1 would wipe the floor with me. But I feel that's partly due to the positioning of the ship and the limited reaction time.
Yeh, they are mean robots, I think its easy to take them out if you get both laser upgrades, I also want to introduce a Star Fox type roll that can be used sometimes to deflect lasers, but I think I'll slow their rate of fire a little.
The part of the first stage where it tells you to lean on one side to evade the rocks I completely ignored because I didn't know that I had to press either K or L. I simply flew over all the rocks and was completely fine that way.
I posted the controls in the playtesting thread.
The ship feels a bit too slow in my opinion. Finding the right speed is probably very tricky because you also have to keep in mind how the crosshairs will be affected...
Yep, this takes fine-tuning
In stage 2 your ship and the crosshairs are constantly vibrating for some reason.
Ah yes, the vibration is something I implemented for the planet based stages to show the effects of the environment and atmosphere, but forgot to remove for the space stage.
Some feedback -- visual and/or auditory -- for the player when they hit something or get hit would be nice. With the boss in particular I was unsure if I was actually hurting him. Also, that boss was very easy and it feels like he's actually incapable of hitting you at the moment.
I haven't implemented any sound yet, and I've got visual special effects for laser hits on my todo list.
Apart from that, the graphic style is very minimalistic and clear. If this were my game, I'd probably try to differentiate myself in some way, try out some different color schemes/effects and the like, but that's just me.
It's obviously still lacking a lot of polish, fine tuning, and features, but it feels very much like Star Fox 64 at this early stage, which I personally like. But it would probably be good to think of some ways to differentiate yourself from that game. Because as it is, I struggle to come up with anything, and Star Fox 64 is such a good game (imo) that it's very difficult to measure up to it.
Yeh, I think there are positive and negative points to this. Star Fox is a great game, and the formula is fun, so, if I can get something finished, I'm sure it'll be enjoyable and easy for people to understand and get into.
Overall, it's a shooter on rails with a ship, so it'll always get compared to Star Fox whether I want it to or not, (I really don't mind), because a Star Fox 64 style game is what I want to do, and have wanted to do for a long time, so, except for changing the colour schemes (as you mentioned) to something completely wacky, there aren't too many things that I could think of that I could do to do that. In the end, I'm trying to make a fun game and learning from the experience, without being too different just for the sake of it. But, any ideas are welcome.
With that said, I think it's a solid start and I'm looking forward to seeing where you can take it.
Thank you, I'm really glad to get some useful feedback that I can think about! I was worried that all the feedback would be negative or valueless comments like "It's rubbish". haha