Hello guys sorry for the delay and thanks for the feedback.
Thanks to the Apple store we can update the game periodically, so gathering as much feedback as possible is very important to make us able to improve the game and make it an enjoyable experience.
Udderdude wrote:Get rid of the health bar.
This is the point that concern me most, but it might be 'cause I'm not a shump's super-expert. I usually play Cave games, and the ones I played uses a shield system that can be easily compared to and health system. Why having an health bar is so bad, but having a shield bar can be good ?
Udderdude wrote:Make the enemies fire more and faster shots.
This is probably related to the fact that we have a collision area for the player which is too big compared to the usual distance between the bullets. I think we should increase the number of bullets but at the same time lower the radius of the collision area down to 3 pixels or less.
Udderdude wrote:Make sure the game can be cleared without dying.
It can, but is probably extremely hard (especially in hell mode).
Udderdude wrote:Remove the "Damage everything and become invincible for some inordinate amount of time" mechanic.
Actually you don't become invincible: increasing the fury gives you a bigger hit radius which in practice makes you able to do more damage to more enemies. But you are not invincible at all.
Can your observation be related to the fact that a lot of times, if you are very big, you lose the sense of "warning" that usually comes for this kind of games ?
Udderdude wrote:Add a scoring system that's interesting but simple.
I've a few ideas, se below.
Udderdude wrote:Make sure there's no dead time where the player has nothing to do.
You are absolutely right. Probably we should have created a separate mode for "casual" players more similar to this one (an action-like approach), and another one for experts
Yup thanks!
Talking about the first update what I was thinking about was to add a separate mode as long as I don't want to fake the actual leaderboards (even if they come for a not-so-perfect game so far).
The idea was to focus more on risk/reward mechanics, making the player able to hit better scores the better his ability will be. Here are a few ideas I had, let me know if you think they are garbage:
Reduce the collision area for the player and improve the number of bullets around;
If the player passes very near to a bullet, his fury increases a bit allowing him to do more damage;
Each time a bullet is destroied (by any mean, like hitting a debris that floats around the player, by an explosion, by a bomb, etc ) the score multiplier increases;
Each time an enemy enters into play, the players starts to drain energy from it (like a stream of orange particles - which doesn't reduce the enemy health btw). The more the energy drained, the slower the multiplier and fury will decrease.
I think that this way a good player will be more focused on keeping enemies alive as much as possible, and will be rewarded by taking risky moves and by using a bit of strategy while playing.
Does this make sense ?
Thanks a lot,
Gabriele