Thanks for the feedback and bug reports everyone!
So, from what we've heard back, it seems like there are two issues with the current game, the first being that the aiming of the Receiver still needs some tweaking (particularly to adjust the power) and that the game runs just a bit too fast (teleportation goes too fast, worms run around too fast, etc).
In terms of shooting the receiver, I guess we have a few options...
1. We could limit the shooting even more, and make it more direct, so that hitting X fires it at 45 degrees in whatever direction, and a static strength. We would of course design the levels around this. This probably makes it easier for beginners, but at the same time, it also removes the ability to be more precise, and thus the ability to create levels where you need more precision.
2. Keep it how it is, but make it a static strength. This is similar to above, but we keep the aiming. Then you'd basically use your position as the strength of the shot.
3. Make it so you can't move while shooting, and instead use all the arrow keys to create the angle, and the strength, of the shot. This is actually what we had originally, but we felt that it broke up the gameplay too much when you disallowed the user from moving. However, this would allow the player to shoot with really good precision, though the lack of movement while doing this may be an issue... (for example, you couldn't jump & shoot at the same time)
I think those are the 3 main possibilities to consider... But at this point really not sure which one is ideal.
Now, in terms of speed... I haven't heard too many people say that was an issue here, but a few of the people we sent it around to felt that the teleportation simply happened too fast. I think one of the issues was the screen flashing to white on teleportation - it confuses the player and they lose track as to where they are. We removed this, and I think it helps a lot. Really, I think it's less of a speed issue than it is being able to tell where you just went (which is why we removed the flash so it's smoother), but it'd be good to hear back if this is still an issue that needs to be considered.
We could create a short delay from when you disappear to when you reappear (for example, the Receiver lands, you disappear, 0.5 seconds latter you reappear in the correct position, instead of it being instant).
Also, a quick list of things we intend to add shortly:
- Bouncing platforms, where the Receiver bounces off of them (thanks tesselode)
- Mines, a static enemy so it's easier for earlier levels, before we introduce moving enemies (the worms)
- Possibly add the ability to "flip" positions with obstacles/enemies (thanks RCIX)
- More that I can't remember but will add when I get back from work today.
Also, pretty sure that bug where the level doesn't reload is when you die with the projectile still in the air.... looking into that.
Thanks again for all the brilliant feedback and bug reports everyone!