Hey,
thanks for your Feedback! These sort of questions about game ending/progress and antagonists/difficulty are my primary concerns, too. For this next iteration, I was trying to pin down 3 things:
- make shooting more fun
- introduce an increasing difficulty level
- have some sort of progression
Using the following elements, those aims were met with varying success:
Ballistic Bullets Instead of a simple, steadily moving bullet, I tried a more 'ballistic' approach with a pellet that slows down (and comes back at you if it does not hit anything). Although this makes the bullet slightly more fun to watch, it does not add much fun to the gameplay and instead complicates it (because the player ends up hitting things he didn't want to). I doubt that 'hitting things from behind' can be used as a main mechanic, as it currently requires an unusual amount of planning & luck to pull of.
Targets / Level The targets are now 3 different sizes & no longer spawn randomly, but 'wrap around' when they reach the edge of the screen. It is a lot easier to aim for a specific target this way, and also makes the world feel more persistent. This mechanic also led to the idea of 'replacing targets with cops', so I'll chalk it down as a plus.
Cops In trying to make things more challenging, I introduced cops, which are indestructible ships that shoot back at you. Right now, cops appear in the place of targets when they are shot (it was the easiest implementation at the time). Although they make the game more difficult, it is now a lot less fun! The player is kept busy dodging cop bullets instead of shooting the targets, which I feel takes away from the central game mechanic instead of supporting it.
GraphicsAlthough it is much too early to know where this is going, the temptation to pixel some art was too big & I started messing around with Alchemy to come up with some spaceships. This is a bit of a first try with pixel art, so I don't mind the funny outcome. It remains to be seen wether the final game is really about spaceships or a more interesting metaphor can be found ...
Current buildMac OS X:
http://www.polyfaktor.com/temp/game/Space_Piracy_MacOS-2.zip