Udderdude wrote:First one was pretty confusing and I didn't really get what I was doing. Third one was ok.
Another suggestion for the second one: Change it so you have to hold down the mouse button (charge) to release a more powerful punch. Punches held down for less than a second shouldn't send bullets flying, so that you're forced to dodge at least some of the time.
Repel basically lets you charge and deflect enemy bullets away from yourself. The green circle is the base grazing radius, the black circle being the avatar stand-in, the white dot being the hitbox. Grazing builds up your boost gauge (black circle gives faster boost), getting hit depletes it. Charging boosts the repel multiplier, indicated by the number over your head. When you stop charging, any enemy bullets in your range (green circle) are blown outward and bounce around the screen, lethal to enemy targets. If your cursor was dragged onto empty space while the repel kicked in then the bullets just bounce around - if you highlighted an enemy object the cursor sticks and the bullets home in on it.
And just summarising the playing style makes me realise why it seems so confusing and convoluted. I was probably blind to that since I'd been debugging the game and replaying the boss over and over to make sure it works. In other words I'll have to streamline the style, or get really good at explaining it to the player without seeming patronising... but I'll probably just streamline it instead.
((EDIT: I believe the first two steps should be to disable manual targeting (to allow the missiles to home in on all on-screen targets) and to remove the radius graphic (having the player rely on measuring the distance between himself and the enemy's fire) as ironically enough it only further confuses the process of play. Either the boost obtained from grazing bullets will be fixed (invisible radius) or I could hazard an attempt at distance-based boost. It'll make the system a bit too similar to Bangai-O but I'm up for brainstorming on ideas/improvisations.))
((2EDIT: Bangai-O Spirits' EX Attack system allows to fire up to 100 missiles outward unprovoked. However a counterattack EX Attack, depending on the proximity of enemy fire, can allow for a maximum of 400 missiles, which is grander than it sounds as a payload of over 100 missiles is simply halved and resized. Other games have varying limits of missiles.))
The mouse charge suggestion's a good one, maybe it can be indicated by the punching claw flashing white after a short time like Megaman's charge shot. Also might factor into the player's health burn - the harder/faster they attack the quicker they lose health and need to replenish it.