Thanks for comments, much appreciated, here's then a few answers~
M.Knight wrote:A few comments on the gameplay video :
-The shots looked nice on the screenshots but seem a bit lacking in motion. The blue shot is mostly fine but the green one looks like a placeholder. They look off because the background graphics have a lot more detail in them and look much more polished, so it clashes a bit. Are the shot graphics planned to be improved?
For the green bullets, you mean those of enemies or the players' 'turbo gun' bullet?
Most of the bullets are simple in design as I want them to be visible but not entirely sure if any shades of more colors in them would do much details wise tho there's always room for improvement, of course.
M.Knight wrote:
-The bullets should always be on top of everything else because they are the main danger the player has to face. For example, the blue shot's impact hides the bullets so when a boss fires a pattern and you shoot at it, the bullets seem to appear out of thin air instead of from the boss' turret
Bullets are always drawn in front of everything, tho you noticed well the blue 'connecting streak' from the beam takes over the top before, that will be fixed.
M.Knight wrote:
-The music isn't easily audible while the sound effects are pretty loud. While good SFX with a punchy feeling are important (see Danmaku Unlimited's almost SFX-less boss fights for an example of why there should be good SFX), you should be able to properly hear the music. Also, will there be a way to tweak the sound balance in the game options?
Music sfx..I like loud sfx frankly and music although normalized falls under so I must work to somehow balance it out, don't want too quiet sfx either cause to me they are even more important for feedback than the music is, I've noticed in cave games that the music always falls in background and sfx takes over in priority and I like that approach but yes, must work out the loudest sfx ones somewhat.
M.Knight wrote:
-The way the "S" icons move downwards is kinda weird. They move in a strictly diagonal motion and don't seem to be attracted to the player if he is near them, unless he is directly underneath them. Usually, collectible items move strictly vertically (or horizontally for a hori game), but some of them can also move towards the player and the effect would look like the player ship sucks them in. In many CAVE games for example, you've got this motion. I personally like MMP's way of sucking the medals towards the player but Mushihimesama's gems are a also good inspiration I think. In that case, you can have some less linear looking movements, with easings and stuff to make the item movement more dynamic.
The score pickup, well..I had 'diagonal only' movement so you had to chase them, then changed into 'suck into player' but didn't like that as it was too easy, now they move downwards but attempt to move horizontally toward the player to help you out a bit to collect them which means you will miss some-hit some. I want them to clear the screen as fast as possible so they don't clutter, that is the main thing but I think maybe speeding up their horizontal movement toward the player can make it look less weird perhaps.
The other pickups always move straight down but are slower as they are more important (bomb, extra, powerup) but no 'sucking' here, you have to get them.
M.Knight wrote:
-Why not have the "F" and "S" icons bear different colors, to help differentiate them even more?
Good idea, bomb, extra and powerup could be different than score pickup, will check it out.
M.Knight wrote:
-With every dead enemy cancelling their bullets into items, you may have a weird difficulty balance where you mostly get sniped by a bullet you thought was cancelled but wasn't, and only the bosses seem to pose any direct threat because every other enemy dies before the bullets reach you. See Bullet Soul for a reference on how it can be boring if badly implemented.
Having some big or medium enemies cancel their shots when dying is fine, but try to see how it plays when the popcorn enemies don't cancel anything.
Dead enemies are not cancelling their bullets at all, the video makes it looks so because I am using the 'turbo gun' which destroys bullets (the only weapon that can do so) and because I kept racking on power bar which at every 100% fill destroys bullets (look at the top gui and you'll see they are cancelled when X1, X2, etc is reached).
So, to try to explain this - the only time the bullets are cancelled is when your 'power up' bar has reached 100% (not easy but not hard either if you keep shooting them enemies down), in that moment, you get 'X1' and bullets are destroyed, if you repeat this again in less than 2 seconds, you get X2 and bullets are destroyed until X3 which cancels bullets again (or the whole process is cancelled if you're too slow), gives you extra score and if you repeat all this 3 times you get Turbo gun and the bullets are cancelled.
Now that you mentioned it, I could actually remove cancelling bullets at stages X1, X2, and only use it when you reach X3 stage so that cancelling occurs only at the max powerbar, but all said and done, bullets do stay on screen otherwise even when medium and big enemies are destroyed they do not get cancelled.
Again, thanks for the comments, must really work on a better video next time.
Cheers!