Udderdude wrote:It seems really simplistic, and I think anyone really experienced with shmups is going to lose interest rather quickly. Not bad for a start though, I guess.
It's not a deep game by any means, but there are lots of old Atari games that weren't deep and were a ton of fun too. Its a bit of a departure from traditional shmups but I do believe the game is a lot of fun.
What I think might help is to design the levels so there are multiple paths, some of which contain more coins but are more difficult to navigate.
I've been trying to add in bits like that and will likely do so more as development progresses. Because of the speed of the game though, it can be difficult for a player to determine which path is the easy and which path is the hard in time to really choose (of course with repeat plays, it becomes more obvious).
Also it seems like it would be easy to exploit the 'Slow down once you die' to die right before a difficult part and then do it easily.
I would disagree... dieing costs you a life whether you do it purposefully to avoid a hard section or during a hard section. Either way, you've just lost one of your lives to complete that section.
Make it so collecting coins raises a bonus counter for them, and that counter resets when you die.
I like that idea... it would give more meaning to coins than just points as well. I think I'll work on adding this.
Thanks for all the feedback!
FYI, just posted some new screens last night if anyone is interested:
http://www.funinfused.com/hypership/ScreenShots.aspx