Two player games are hard to test how fun it actually is so I avoid commenting on that to much.
The acceleration on the movement feels a little sluggish, it make precise positioning feel more challenging than it actually is. I like the different bullet types, but they could use a bit more mechanical distinction. The one bullet I don't like is the one that explodes is you're face, as there isn't any planning or choices or interesting decisions made because of it. I would like to see more interesting level layouts, preferably made with special bullets in mind.
Ok, here's the direction I could see this game going:
1) Take out the "random weapon firing" mechanic and replace it with weapons randomly falling from the sky that you can pick up.
2) Extend the arena, and maybe even add several arenas with different pitfalls to avoid.
3) Make the players only slide when they've been hit, otherwise, make their controls sharp and snappy. The slipping around is not fun. I kind of like it, but my girlfriend hated it (Also, I've made a multiplayer game similar to this before about fighting on ice, and a big reason I gave up on the project was because people consistently hated sliddy player movement).
4) Add controller support and up to 4 players (this will necessity a 4x or 5x increase in the size of the map AT LEAST). With controller support, allow the players to aim their weapon with the right joy stick, and fire with the right trigger.
5) Instead of "life", do a smash brothers style "percentage" system, where the amount of knock back a player experiences is multiplied by the "percentage" of damage they have accumulated. Give the players some number of lives. When they fall off the map, they lose a life. No more lives, and you're out. Basically, turn the game into top down smash brothers.
That's exactly the direction I would take this game. I don't think this is necessarily the "correct" direction to take this game, but having worked on a EXTREMELY similar project before, that's the direction I was going to take it before I scrapped the project (because local co-op doesn't sell, and online multiplayer is hard to implement). Good luck my friend. I hope at least some of these ideas help you decide where to take the project next.
Comments
Two player games are hard to test how fun it actually is so I avoid commenting on that to much.
The acceleration on the movement feels a little sluggish, it make precise positioning feel more challenging than it actually is. I like the different bullet types, but they could use a bit more mechanical distinction. The one bullet I don't like is the one that explodes is you're face, as there isn't any planning or choices or interesting decisions made because of it. I would like to see more interesting level layouts, preferably made with special bullets in mind.
Ok, here's the direction I could see this game going:
1) Take out the "random weapon firing" mechanic and replace it with weapons randomly falling from the sky that you can pick up.
2) Extend the arena, and maybe even add several arenas with different pitfalls to avoid.
3) Make the players only slide when they've been hit, otherwise, make their controls sharp and snappy. The slipping around is not fun. I kind of like it, but my girlfriend hated it (Also, I've made a multiplayer game similar to this before about fighting on ice, and a big reason I gave up on the project was because people consistently hated sliddy player movement).
4) Add controller support and up to 4 players (this will necessity a 4x or 5x increase in the size of the map AT LEAST). With controller support, allow the players to aim their weapon with the right joy stick, and fire with the right trigger.
5) Instead of "life", do a smash brothers style "percentage" system, where the amount of knock back a player experiences is multiplied by the "percentage" of damage they have accumulated. Give the players some number of lives. When they fall off the map, they lose a life. No more lives, and you're out. Basically, turn the game into top down smash brothers.
That's exactly the direction I would take this game. I don't think this is necessarily the "correct" direction to take this game, but having worked on a EXTREMELY similar project before, that's the direction I was going to take it before I scrapped the project (because local co-op doesn't sell, and online multiplayer is hard to implement). Good luck my friend. I hope at least some of these ideas help you decide where to take the project next.
Thanks for the feedback. Those are really good ideas. I did fix the slippery movement, but it definitely still needs work.