Better With Lasers wrote:kind of like Tumiki fighters in that you have to capture enemies, except with no default gun at all - only a magnet which attracts both enemies and their bullets towards you!
Unfortunately, the game's mechanics simply aren't well thought out compared to Tumiki Fighters. In Tumiki Fighters, the default gun combined with the ability to 'hide' your captured enemies allows you to build up a large collection, even in tight waves. You're never screwed if for some reason you lose all your captured enemies as you always have some means of backup (and scoring consists of exposing your captured enemies when it's safe in order to rack up points so long as they're exposed).
Lightning on the other hand seems designed to screw you. The hitbox is massive by comparison, you have no default weapon, no way to prevent captured enemies from getting destroyed, there's no visible color change or anything to tell when an enemy's been actually captured (important since you need to drag
living enemies close to you) and worst, the bullets get sucked in as well. I've reached the point where those shielded enemies appear and without any captured enemies to shoot back at them, you basically just have to dodge through the waves of shots. Of course, there's huge waves of enemies that just fly down at you without shooting, which seem designed just to give you a massive cluster of enemies to shoot with, but then things seem to die alarmingly quickly.
It's also a bit annoying to be dragging an enemy close to you, only for your bar to run out just before the grab point and then smack into them. Coupled with the large hitbox, it feels very unforgiving compared to Tumiki's simpler 'kill enemies and grab their corpses before they fall offscreen'.
Things I'd recommend addressing:
* Hitbox is way too big (the entire ship, ick). If you want bullets to be sucked in too, it's way too easy to try and get close to a group of enemies for a grab only to suck a bullet they just fired. Hitbox shouldn't encompass the entire ship size.
* Bullets probably shouldn't be sucked in. I think you could have a fun game on your hands if it were more about navigating dense bullet patterns to get close enough to suck in enemies. Maybe in conjunction with limiting the grabber to a radius around the ship, denoted by a visible circle? Another option is to have to attack enemies at close range with the special weapon for long enough to grab them, somewhat how Triggerheart Exelica's grabbing works, with the grabber only working on enemies in range or 'locked-on' with a shot designed just to do that.
*When you tap Z, captured enemies don't seem to always fire immediately, you have to hold shoot and there's a bit of a delay. It makes precisely grabbing larger, shielded enemies trickier than it ought to be, not that large enemies are worth it as they are easily kiilled by being shot at or rammed into.
* It's hard to tell when you can grab or not - I have to always look way up at the top right to see how much meter is left. Consider having the bar change colour when it's recharging (and you can't use it) or have a meter around the ship or under the ship similar to Espgaluda or how hypers show up under the ship in DoJ. Even a smaller, identical bar under the ship would work, or have aura at the front of the ship change/disappear to indicate the grab function is recharging. There's also the option of indicating it audibly, Giga Wing style.