Ebbo wrote:The game sure has its share of euroshmup traits, slippery movement, health bar and the shield being the most prominent ones. Especially the way the latter two have been implemented in this game feels pretty awkward: there is no invulnerability frames after being hit which can result enemy attacks draining your health almost immediately and the shield's hitbox is so large I just didn't use it after awhile. Also most of the UI elements are either too small and/or plain hard to read.
Overall the gameplay leaves a lot to be desired, unfortunately. Stages are very long, with a lots of similar enemy waves repeating one after another and there is hardly any proper level design going on. Even the bosses have very simple patterns and take way too long to kill.
I also think that the game could use its cyberpunk setting more effectively. Besides the brooding narration and moody music (which I actually liked), nothing about the ship/enemy designs or gameplay screams "cyberpunk". The dystopian future isn't really that uncommon for shooters either; take a look at
Metal Black for an effective example.
If you ever plan to update the game or work on another shooter, I highly recommend visiting the dev subforum for guides and feedback.
Good luck with your next project!
Thanks for your feedback, it's easier to take in the "good job man" ones but such as yours are much more helpful for me as an developer of course - really appreciate that. I agree - I could have done a better job on the UI, I tried to include a lot aut audio-visual feedback that helps the UI and even pronounced it some more with the new steam release version but may gone to subtle on some parts. I was aiming to put the atmosphere in front of the gaming experience so this was my first goal over all. If I would do a refactoring of the game some day I sure would take your advice to design those enemies more Cyberpunkish - I worked on this game alone (respect voiceovers and music) so I did all the stuff you see there by myself, art, animation, coding, most sfx, etc. Without sounding too defensive it's my first Indie title and as a one man army you only get so far on the first shot.
Invulnerability Frames - man I should definitely see to get them in there with a next update!
Shield hitbox - that's the tradeoff of using the shields, you get a bigger hitbox which helps doing shieldkills in case your weapon overheats but makes it harder to dodge
Stage length - each stage has a minimum killcount to spawn the endboss, so if you only dodge enemies all the time the stages will get longer, averages time of a stage are between 5-7 minutes I think (wrote it down somewhere). As you build up your ship it gets easier however.
Bosses - each boss requires it's own tactic like a little puzzle to figure out and it depends a lot on your ship setup how fast you can kill them.
Level Design: each level got it's own spawn patterns but there are some switches that are random, so you can't just learn the whole stage and play it from memory completely, there will be always be a certain amount of variation in spawnpatterns. If you don't kill a certain amount of enemy's some spawnpatterns will repeat - meaning those enemys come after you again until you bring them down.
Enemytypes - each stage introduces new enemytypes, so further on you get more and more diversity
I hope this explains some of my ideas behind the game - however like I said before, not everyones piece of cake and it's not the typical "bullet hell power play" experience
/Peter