Nice! Thank you for the feedback everyone!
(And I'm humbled by the number of people who are already clearly better at my game than I am, judging from lives taken to clear.
)
A few responses:
Is it fun? Not especially. Just another bullet hell shmup with nothing that really sets it apart yet.
Yup, right now it is largely a tech demo, where I'm making sure that I can handle enough collision math and graphic effects, while still maintaining a solid framerate. (I test it on my 4-year old laptop usually, which helps keep me from getting too crazy.
But yeah, it is pretty generic at the moment.
I have a few ideas that I think I'll put in which should make it a LITTLE more interesting, but I'll freely admit that a lot of this is unabashedly "I wanna make a shmup". So while I'm planning a somewhat nonstandard structure, it's still, at the end of the day, probably going to be a shmup.
(This whole thing is basically because I want to make all the bullet patterns that I couldn't use in Boss Rush because they were too powerful if someone intelligent was aiming them. :D)
The main "interesting thing" I'm planning on doing is using something of a megaman-style format. So instead of a fixed order of levels, it will probably be more like "do them in any order you want", and "get a new gun you can equip whenever you beat a level." (I'm also toying with the idea of getting defense items from levels too.) Will this be enough to make it more than "just another shmup"? Probably not, but it'll be fun to make.
Projectiles tended to be slow, so the game scaled by putting lots of them on screen.
Yeah, I freely admit that I'm cribbing from the Touhou style of bullet-hell. Less about lightning reflexes, and more about slow but complicated patterns.
Oh, I forgot to mention one thing- I found myself largely ignoring the secondary fire because the primary did so much more damage. I also didn't feel I really had to work for powerups- I just played without paying particular attention to them, and I maxed out quite easily. Okay, enough nitpicks! Jeeze, feel free to dump a load of OCD criticism in one of my threads
OCD criticisms are the best kind of criticisms! They help keep me honest!
I'm very interesed that you felt like the wavy blue shots were less useful though! (Even when holding shift, to focus them?) They actually add a fair amount of damage, but that may be more obvious to me (knowing the code) than to people playing.
For the curious, here is the damage breakdown:
Main gun: Fires 2 shots, every 3 frames. Shots do 9 damage a hit. (Total DPF [damage per frame] = 6)
Orbiting Blue things: Fire 1 bullet every frame, which does 2 damage. Fully powered up (all 4 orbs) that's 8 DPF.
Total DPF: 14 (6 from main shots, 8 from orbiting shots)
Also it by "hit area" you mean the ships hitbox, there is a circle in the middle of the ship showing it.
Just to confirm: Yes, the little red circle in the middle is the hit area. (I probably could have made this more clear...) Actually, full disclosure: It's slightly smaller than that. It turns out that even with the hit area visible, if I check for it exactly, people [including me!] try to cut it too close and get hit and feel annoyed. So the actual hit area is like 2 pixels smaller than the RED (inner) circle. 8 pixels diameter.
Anyway, gotta run to catch a train now (and this is probably long enough a wall-o-text for now) but just want to say, thanks again for the feedback, even (and especially) the less fun parts!
-Montoli