Hey, thanks for the very thorough analysis and constructive criticism. thought it deserved a reply
Performance: What system requirements are you aiming for here?. I have a quite low-spec machine (intel HD 4000) and I had to turn the resolution down to 1024 and do "web" mode to get a decent framerate. I'd guess it was going at 10 fps at full resolution. The overdraw of all those full-screen transparent layers is what's killing it I would say. But, if you're okay with requiring higher specs then I'm sure it's fine.
Yea, I'm struggling with that myself. I'm still making a decision on that, but it'll probably be up to what I'm gonna do with the background in the future (more on that below)
Controls: I started getting used to the "Original" slidy controls somewhat, but I can't say they improved my gameplay experience over traditional shoot-em-up controls (constant movement, instant start/stop). Depending on how far into bullet-hell territory you want to go, it kind of stinks to have such imprecise control. I tried the "Classic" mode for a little bit, I actually think I prefer "Original". It was kind of nice not to slide around, but the jerkiness was annoying and it wasn't all that much more precise. I guess the movement is just too fast? It feels almost tile-based in "Classic" mode, you can't move in small increments. If you want different movement mechanics that's great, but I think you need to experiment more to find something that's fun and different enough to be it's own thing.
It's funny you say that about Classic mode feeling too imprecise and fast, I get the exact opposite sensation when I play it, that movement is held back and too slow. You're also the first person who says that about Classic Mode, most feedback I get say that Classic controls are tight and precise. But I could experiment with slowing down Classic a bit and see what happens. Meanwhile, I'm still experimenting with Original controls and trying to find a sweet spot where youhave that inertia/acceleration effect of the physics-based movement so you can "feel" your ship's thrust without controls being imprecise. Hope to find it soon.
Unskippable screens: I guess you can't get rid of the unity splash screen without paying money, so that's understandable, but the other delays are not. The "Game Over" text sticks around forever! Not to mention your "Thanks for playing/vote for me" screen. Shareware games from the 90s usually had multiple pages like that with cool screenshots from the full version, but they were always instantly skippable by pressing a key. Forcing me to sit there looking at something every single time (or force-close the game) doesn't make me want to vote for you, it makes me want a refund. Make good stuff that does what the player wants. Harrassment will get you nowhere.
About the game over, NOTED, about the "thanks for playing" screen noted too. Will make it instant-skippable for the next build. Sorry for the bothering
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Gameplay: Other than that stuff, the gameplay is decent. Pretty standard shoot-em-up. It's kind of hard to hit stuff, in most shooters I've played you put out a constant stream of bullets. Not that your game has to be standard, but it's a bit frustrating. The weapon color system is interesting. I would really push the gameplay differences between the colors though. You want to give the player different choices, different strategies. If there's only one best way to play, then player actions don't matter and it'll quickly get boring and not replayable.
About the lack of stream of bullets, I have to ask you, are you talking specifically about Red Capsule I (the shot you begin the game with)? Red Capsule I is sub-optimal by design, the intention is to reward evolving Red with more and more rate of fire and spread (the Magna Capsule, Red lv 10 that's not on the demo literally fills half the screen with an assload of bullets). Or you're saying that even after evolving the Red color (the demo goes up to Red Capsule III if I'm not mistaken) you still feel it being too slow? or that this that I described just now was not a good design choice? I'm interested in the specifics of this.
Also, you'll be happy to know that making each color gameplay unique and different is exactly what I'm aiming for. red blue and green WERE supposed to be different among themselves, can you detail a bit better why you didn't feel that?
Also, as a teaser, here are the base concepts for the 3 remaining colors:
Violet - You leave helpers behind that keep shooting from their position for a few seconds.
Yellow - non-accelerating, slow shots that replenish your shields by a percentage of damage done.
Orange - A melee-range energy blade (going forward about 1.5x the length of your ship) that deals high damage but makes you go up close and personal with enemies.
The enemy types and shapes were not very memorable or interesting. I think you could do more with relating basic shapes to behavior, so you can sort of tell what an enemy will be like by its appearance. Also maybe different design themes for each color could be cool. Circles for blue, squares for green, triangles for red, or something like that. Or use shapes for behavior types. I assume you've seen Geometry Wars? It's fairly pretty, though way too flashy for my taste.
I'm gonna draw a mea culpa here and say this is the demo's fault. I only released it with 2 out of 8 designed geometric bits possible to assemble enemies with. The idea is that what bit is in the center give the enemy a different ability (force shields, high HP, resistance to synced damage, higher rate of fire, stronger damage, etc) while the smaller ones around the center piece each one have a different attack pattern, which they fire independently. There's really not much variety with only 2 possible choices (triangle and square), but with 8 different forms to choose from the possibilities grow exponentially (specially because higher-sided polygons will have more slots to connect side-pieces on).
The background graphics are not so good. It's obviously a few different tiled textures scrolling by. It looks a bit cheap and has no variety. I think you could do more with some particle effects moving at different speeds so it's more organic. And/or some cool shader effect on the background texture. Play around with mixing in a couple other textures panning at different speeds, you can get some cool stuff. Or try distorting the UVs with a panning normal map. Maybe some sort of displacement effect around your ship . . . just some ideas.
Yea, I know. I'm getting that feedback a lot of times. This background is really pushing my skills as an artist (=not many, ughh) and I keep finding myself spending many hours banging my head against Photoshop trying to improve it that could be used into actually implementing gameplay. I more and more coming to the conclusion that I'll be forced to commission a background artist, problem is right now I'm pretty much broke -_-') Even more thinking that could solve the system requirements problem, by using more shader effects and prettier textures that don't need to be in such high resolution. I also wanted to have different backgrounds for each stage, which will add to the bill. Oh well, who said this is easy, right? heh
Oh also, the whole "Original" vs. "Classic" thing is confusing. The words are too similar. I would just do "Play" and "Play Classic Mode" or something like that. Or maybe "Normal" and "Classic".
Noted. I used "Original" because that was the only one available for the vast majority of development time so far. Classic Mode was implemented due to massive backlash from the SHMUP community over the inertia/acceleration of the movement and Shield Bar, but when I talked to everybody who was used to play the first alpha builds about just getting rid of the current movement system, the feedback I received was that it would be a shame because I'm onto something good with it, just need more tweaking and experimenting. So I decided to leave them both.
Anyhow, I digress. You're right, Original makes sense to ME, but not to my audience. Will make a note to change the mode's name.
Thanks again for the thorough analysis, that was VERY valuable feedback