Hey Sparky, a great many thanks to you for the great feedback. This is the kind of stuff I love to hear
The dense fields of pink squares that circle, then dive at our square are really fun, and nice esthetically. Due to their erratic movements and the huge groups of squares that tend to suddenly blindside us from offscreen, getting through them sometimes feels more like a matter of luck than skill.
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Yes, I quite agree with you here. I try to avoid players getting the feeling that the game is one of luck more than skill. As you surely know, it's really kind of a balancing act when you're dealing with more complicated and difficult challenges, like the swirling enemies there. However, if you're skilled enough in both strategy and reflexes, you can consistently survive in any situation the game can throw at you. If I continue working on this, I'll certainly make sure to fiddle with this enemy pattern until I feel it's more balanced toward skill rather than luck.
One example of said strategy is the effective use of the charge shot. You can charge it up, then use the laser while it's still charged up, get the blue square to stand still, then release the charge for a circular shockwave sort of thing. Or you can swing the charging shots around and use them as a melee weapon of sorts.
One other thing that I think could use a bit of improvement is that some of the transitions between different types of movement are a bit stiff.
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I never thought to do that, great idea.
The other pattern that seems like it could use a little love is the sparse waves of very fast pink squares. [...] I wonder if having the first few squares in these waves be slower (as an advance warning) might be a good idea- either that or adding some kind of warning sound or effect that precedes these waves.
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Yeah, this was actually the second pattern I did, before I really had any plans for what I was going to do with the game. Perhaps it would be better with more, slower, and weaker enemy squares. Also a wave change warning is a good idea, though you can usually tell when each wave ends if you watch to see if the enemies have stopped spawning.
These are all pretty minor esthetic notes and tuning suggestions- really this is quite a good game. It feels like you really thought it through from the ground up, instead of starting with a traditional game type and working laterally. I love seeing games in this spirit. Thanks for making this.
I definitely didn't believe that I was thinking it through very thoroughly while I made it, but I'm extremely flattered and glad that you liked it so. It makes a rookie's heart swell.
Also,
indiegames'd :O