Ok, the movement of player and opponent ships is too rigid. There's no speeding up, there's no slowing down, ship either moves or it doesn't. The game is more of an RPG than a shmup with an accent on individual encounters. You encounter big ships, imagine they are heavy and weight hundreds of tons. They need time to accelerate. But in your game, they move in an instant. They follow player on a vertical axis in an instant. It feels bad. Give the ships weight, make us feel they're bulky.
Changing enemies to react slower wouldn't be too hard, most of the enemies use the same follow AI.
Player movement is different. There used to be slower acceleration, but I've kept getting feedback about how it's impossible to dodge and that inputs feel very inaccurate, so I kept lowering acceleration until it's barely visible.
I've been looking around for some ideas on what to do with player movement in shoot 'em up games and what I got was "NO REALISM PLEASE, LET US DODGE".
So I need to find a way to let the player move instantly while keeping the feeling that spaceship is large and heavy.
Teleportation instead of moving?
Or what?
On your game's project thread, you've said you played shoot 'em ups, maybe you have ideas?
Same as ships, i don't feel their strength. Hitting with huge missiles and lasers feel the same, like paper planes fighting. Give the missiles some speed up time to, let us have the feeling they are powered by powerful thrusters, they're not grapes launched by thumb. Make exposions more beautiful and make them last longer. A huge ship explodes in under a second, it's just not right.
Missile acceleration - can be done.
Better explosions - I guess I'll go find some tutorials because what I can do is not enough.
That's a great style you've got there, but it needs some nice touches. Background needs to be more densely populated, more distant stuff should be a bit blurred. Look at Limbo and the focus differences based on distance.
I'll see how blurred deeper layer looks.
I really made it complicated, because there are 25 locations.
To make more detailed backgrounds, I would probably have to make 5 detailed backgrounds and then use them for more than one location.
Limbo is great, but it had more programmers/more artists/budget.
I love the level with those floating cubes in the background, try the focus trick, you'll see how mighty it's going to feel! Add some particles, wind carrying ash particles of destruction, acid rain, snow.
What focus trick?
Particles might work.
There's no indication enemy ships are hit, think of something.
Yep, white (also red and orange) flashes don't look good.
Same with changing the opacity.
...missile trails, lasers, shields, they're horrible, you need to try something else.
Suggestions?
You really don't like shields? =[
I thought they were nice and simple.
About lasers, I don't think you've seen this laser:
Is this good?
I'm not one of those guys who will tell you "WOW GREAT" when it's not.
I wish there were more people like you =P
The idea is great, you can make a game with cult following, you just need to give it more weight and polish.
You really think that?
I'll go polish...