Drunken essay! Thanks man...
Let me feel and see the dynamics! The player's upward acceleration is really high, so it makes it really hard to hover. Sure there's a hover key, but it's hard to use that and really be effective in combat. Similarly, I can't really fine tune the player's horizontal movement because as soon as I start moving he's zooming off and takes ages to stop. I want to feel like I'm wearing a jet pack!
Yeah, I know what you mean - I might make some tweaks there (since there's general patching/tweaking going on). Low upward acceleration didn't really occur to me as I suck at balancing player movement
Moving off a screen by accident is frustrating - I'm sure you have plans to fix this, but it is annoying to instantly flick out of a room and back in to find all the bad guys restored.
Well, *had* plans... I was going to put a trail of recent screens in, with the IDs of the things that had been killed, so they didn't respawn. I didn't think it was too much of a big deal, but it does feel unsatisfying if you've spent ages battling them. Longer term (when the planet is bigger and there's more to do) I was thinking of figuring out a GTA/Morrowind style continuous world.
I also keep getting shot by dead enemies.
MMmmm I thought I fixed that
I'd also like to see a bunch more shooter enemy mechanics in there - lasers that have a warning line before locking on and firing; gun emplacements; enemies that explode into swarms of smaller ones, all that jazz. Maybe some procedurally generated puzzles too? Even a simple key/door mechanic would spice it up a bit.
Yeah that enemy stuff is pretty similar to some ideas we had, but just didn't make it. Puzzles... yeas
I was definitely thinking of Exile whilst writing this. Also Jetpac (similar vertical/horizontal action you mentioned, and similar repair-the-spaceship business). Not sure how to exploit the vertical movement/horizontal shooting, but I know what you mean. Maybe some vertical tunnels in the caves with enemies on ledges.