I played the latest release and found it an amusing distraction. I'm less than pleased to report that I died probably 50 times- I'm not all that used to shmups that require you to move forward on your own
Is there / will there be a point to the differently-sized cube pickups?
(Also what does the purple pickup do)
The bird's short range and self-immolation on contact with literally everything makes for a difficult time, lmao
The only other point I can think to bring up would be, is the screen meant to shake persistently when you fire? The instant I noticed this my eyes wouldn't concentrate on anything else
Oh, performance, also. I made a game out of generating as many of the yellow ghosts as possible and then watching them all clog the framerate by sliding off the screen and exploding. :V
It could be great, I think
Things I'd focus on/think about would probably be that there's little by way of difficulty progression; more distinctive chunks could be added; dynamic terrain? like obstacles that move or require you to shoot them and then they'll start moving; and
visual effects! I can't stress enough how viscerally satisfying it is when things in-game react very juicily to your actions.
Oh yeah, the game is broken af at the moment. It's depressing.
Also that build was a mess too. Thanks for the feedback.
There is no point to the different cube size. Only visual.
Range of birds is due to range powerup.
I have no idea what each colour of power up does exactly ATM xD, but they are supposed to : HP UP, increase range, increase speed, increase magnet power.
The screenshake is distracting. Noted. The yellow ghosts are not as performance heavy anymore in my current code.
The visuals are obviously nowhere where I want them to be. It still needs a lot of work for sure, Amp.
Regarding difficulty, I'm thinking about a rhythm system that would ressemble a musical one. Basically each chunk could have their own "difficulty" value, and each section could have a max value. Each chunk adds up to that value. When it's reached, we reset that value, but we increase the difficulty factor. We do this over and over until the whole level is generated.
Also, I had a friend tell me the game was too easy. So I made it too difficult now? Not sure. Hard to tell for me.
Oh, and the moving forward on your own was just a test because of something someone mentioned in the stream. The game will be an autoscroller (I think)!
Thanks for the feedback!
There's so many things that need to be worked on. It's overwhelming...