Some things I think could stand improvement:
The visuals, personally I don't like the mix of sprites with those backgrounds. I'd go for one or the other throughout the game. (This also includes menu and UI).
I definitely agree! It is my intention to go with full sprite art for this game. The menus, menu background art, and city graphics are all just placeholders. The UI is also totally crap and placeholder too until the gameplay settles down.
As you said you should add more content, because right now it isn't very varied. But it also has to be more challenging (you want people to a play it a couple of times right?). I'd probably change the firing method to what ortoslon described. I would also lower the ammo count, increase explosive range and decrease the amount of bombs the city can stand.
Yeah I'm definitely getting some feedback on stage two being a little odd. Some people mentioning that it is frustrating that aiming and moving are tied to each other as it tends to send the parachuter into bombs. I totally agree and had just gotten too used to it apparently so it is nice to get that perspective.
I definitely have some ideas to change stage two a bit control wise though with some of the feedback I'm getting in and the thinking I've been doing I may be altering stage two in other ways as well too.
Good suggestions on tweaking the ammo count and explosion size. I did build a pretty good Level Manager class which allows me to easily alter every game param on a per level basis.
I didn't notice that I was taking damage from the shrapnel at first. I think it would be good to make it more clear that that hurts you, but I don't know how to go about doing that.
You'll have to throw in a lot of variation to keep the game interesting for 10 full levels.
Good point on user feedback regarding shrapnel! Yeah, the 10 levels were just an initial setup to give the game a basic vector to get some playtest feedback. I may do more or less or do away with set levels all together. It'll depend on where the game ends up I guess. The 10 levels let me initially setup a base test of bringing in various bomb types and difficulties to get initial ideas and feedback flowing.
Its a fun game, but I found a glitch.
If you right click then move your mouse the player disappears.
Although It doesn't affect the game play much.
Thanks for the bug report. Yeah, I've been noticing issues with player accidentally right clicking. I'll need to see if I can detect whether the mouse cursor is showing or not and re-hide it if that happens. I hadn't seen the player disappear yet though! What browser/OS are you using?
Well, thanks for trying it out and leaving me your feedback.
Further thoughts:Some current ideas I have based on my own thinking combined with feedback I've been getting from playtesters of various sources is as follows:
I'm considering altering Stage Two so that it emphasizes the city and city heatlh more and less the vulnerability of the player. It may be that the player in stage two doesn't need health at all and in fact takes up a position in the city to then shoot without moving at the falling bombs. Possible ideas include having the player parachute down onto various weapons points on the city to open up different weapon types or at the very least have a fixed point that they will then shoot their grenades from. At this stage the focus will be more on destroying the bombs from hurting the city health than the players and will feel less disconnected from the city (where most people don't even realize there is a city below them especially the first time playing.)
I'm considering possible upgrade systems as well if I can get player and city items that are interesting and varied enough to warrant that type of mechanic. I have a few more bomb type ideas as well as a whole raft of bonus/powerup items.
Possibly another mechanic to add in is that bomb shrapnel can trigger chain reactions with other bombs so that instead of being annoying there will be more of a point to shooting bombs which emit shrapnel.
I definitely am working really hard on making this silly little game as fun as possible and value your continued feedback.