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Aktane
Creator of
Recent community posts
yeah haha I took the theme to heart I guess :P ... but omg <3 such a positive review... I guess it was worth it! I was a little shy on posting this game, I felt like the deadline made it so it was very unpolished and I didnt know if the balance would work in the end :) thank you so much for playing it and that alone makes it worth it.
This is awesome!!! Thank you so much for this feedback. There's a lot to chew on here. And the picture is super helpful.
Everything on the right was a placeholder so that can just be ignored. I do also agree the player is a bit too dark.I was using a palette so there really aren't any darker colors I could go for, or hues unless I add colors to the palette! Possibly I picked the wrong palette or more evidently didn't use the palette correctly.
I don't think the background should be even darker personally, because I don't even notice it, so I would love to get others feedback on that... but everything else makes sense and was mostly a placeholder. Although I do think certain UI elements need to be bright enough because they are important to see at a glance without having to move your eyes. Specifically the lives and the EX. The score is also too small.
As far as working with a graphic designer, thats a great idea and I never thought of it! I wonder how they'd do with a limited palette... That would be a fun experiment!
Thank you so much! Part of me is curious about what you think of my Crossgunr games but I think the feedback is gonna be similar ;)
thanks for the feedback and for playing!!
Can you elaborate more on the visuals specifically? I think I know what you mean, but more direct feedback would help me! I do believe the bullets and medals blend too far together unfortunately but I just loved the gold medals so much that I just kept it...
Thanks for this awesome response! I love your lesson learned. This happened to me during development as well. Just because something is logical and skill based doesn't make it fun! In my game back during development, when you got hit and your ship was on fire, you could no longer shoot until you picked up a repair... I wanted to force some dodging and you could smuggle or save a bomb to make this process easier but it just wasn't fun... So I got rid of powerloss completely! And instead I focused on making the game more fun without that power loss or forced dodging.
And in your case, I agree with the change, I enjoy the game a lot more, and if you wanted to introduce more difficulty you could have more bullets to dodge! That would be great fun. There's always ways to increase engagement without decreasing played abilities that ultimately are a bit tedious (unfortunately), though some players may be into that specific skill.