Posted May 19, 2022 by ADMAN
#update #feedback
I just want to say thanks to everyone that played the demo during Demo Day 44. I got a lot more feedback than I was expecting and I'm happy most people like the game.
That said, I did receive negative feedback about the game, and I've set about improving it in that regard.
I have to make this video a link because Itch was having problems embedding it. Sorry about that.
So the big complaint from the demo was the fire rate. People felt that the delay between shots was too large and that it didn't feel responsive if you were clicking the fire button as opposed to holding it. I've shortened the delay for holding the button and have removed it entirely if you click to fire instead. This does however affect the difficulty of the game, so I might be making adjustments in the future.
There's now a new enemy type, the wave enemy. Basically a much larger ripple that you have to match the colour of otherwise it will damage you. Not much of a threat on its own, but when surrounded by enemies, it certainly adds a bit of tension.
Someone wanted to use Z & X for fire buttons, so I added it. Might add more control options in the future.
The two new things that are a real game changer in terms of difficulty are the temporary invincibility when hit, and the "Shield" that spreads out following getting hit and destroys the enemies around you. I knew it would make the game easier, but I think this possibly over-does it a little. I'll keep tinkering with it to see if it makes any sense in the game, but it honestly think it provides the player with an unfair advantage.
The last thing I've added, which isn't actually based on any feedback, are some on-screen text alerts. Currently they only appear when you gain or lose health, but I might find more of a use for them as I add and change things.
Currently the next big task is reworking the enemy spawning code. At the present time, I'm not completely certain what I want to do with it. One comment from Demo Day suggested switching it to a more wave based spawning thing. After all the headaches I had with Bullet Hell Lane Shooter, I don't know if I want to go down that road again. However, I think more flexibility in terms of enemy spawning would be welcome, especially amounts at a time, and how frequently enemy types spawn. I'll be doing design work on it soon.
That's all for the time being, I'll post another one of these when I can.