Hi Keithson!
Thanks for your feedback, I'm glad you like the game!
Let's start with bugs:
If you type in a seed but it's wrong (not enough characters or whatever) the game will throw you in an empty level, without being able to move, causing you to quit
I'm aware of this but I forgot to fix it.
I went into a room that was just a wall with an item behind it. The item had a string above it reading "lazer.exe" (or something similar) I picked it up but it didn't really do anything. I died before thinking to write the seed down so can't tell you what room it is sorry
Items currently do not work, apart for the full health one.
Also I liked the normal controls!
That's because in the latest version I switched normal and inverted controls to make testers happy
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I think the problem is if you boost and then stop, THEN turn the ship, you turn rather quickly but still sort of slide in the direction you were going
I know what you mean, but that's because when you stop you're not really stopping: it seems like that because time slows down, but in reality the ship is just slowing down pretty fast, so if you turn you're just rotating the ship but it still continues its previous movement. Actually there are two kind of "rotations", one above a certain speed and the other under that speed, that only applies a torque to the physics body.. but let's not get too technical.
Anyway I'll look into it to see if I can make it more natural because many testers are reporting this.
There was one thing that did disappoint me though. I flew around fast and slow, making long turns and quick aggressive turns, and I couldn't use that buddy as a mace Sad I was looking forward to smashing some enemies.
I'm currently looking for a way to make the buddy a better mace: it's not easy to make defensive and mace behaviour cohexist but I'm trying my best, let's see what I can get.
If enemies could just blow up it could be much simpler, but in that case I think the game could become very easy.
Maybe I could just separate enemies into 2 categories, based on if they can blow up or not, to make the game more varied.
It'd also be cool to see boss rooms? I'm not sure if I played for long enough but I didn't see like a huge difficulty progression, something like that would add a feeling of learning/achievement
There's only a boss room currently, you need to clear 7 rooms to get there if I remember correctly.
You are right, rooms are not ordered by difficulty at the moment, because there's just one level and I wanted players to test all of them.
But in the final game they will be ordered by level: this way in level 1 rooms will be randomly selected from a pool of level 1 rooms, in level 2 from a pool of level 2 + level 1 rooms (with preference to level 2), and so on..
Thanks again for your feedback, really appreciated!