This is all helpful, thanks!
to go through each point 1 by 1:
- That's just a bug with the UI atm, it's because the big rectangle with text to the right is also a UI element in the hud. It's supposed to skip to the next selectable element (quit) but it doesn't. It'll be fixed by the last release of the demo.
- Not sure why that's happening, the menu in general seems choppy and I'm not sure why. Once again I'll try to fix it.
- The giant white circle isn't a bug - It's a deliberate feature. Boosting into 5 enemies within the same boost creates an explosion that kills all enemies within it. Really it should also make the player invincible or something, and have better effects.
- Shouldn't be centered, that's weird. Thanks for letting me know.
- I'm still not sure how much of a problem this is, because there are enemies that home in on the player and there'll be more enemies later on that do more complex things. If I was to dump a lot of enemies that get up in your face at the beginning of the first level, then the already niche asteroids style controls coupled with it not giving you chance to learn will make it a pain, and may turn people off. I'm gonna have to think about it.
- Argh, more forgetful things... The enemy with a circle shields enemies within it and can only be killed by boosting (boost killable enemies signaled by the white outline, like the boss-orbs). There *WAS* an effect for this, but clearly it's somehow broken. The laser pointer guy shoots a laser that instantly overheats your ship. At first it was way too aggressive, so I made it stop charging the laser when you boost. That clearly doesn't work though because it just dies before it can do anything.
- Yup sound effects are all kind of crap right now... I'm likely going to replace them all. It makes me squint too.
- The spore creature phase is just "shoot it until it shields itself again", there's no health bar yet, I probably should have added it before pushing this demo build really, I'll make it a priority.
- This has been mentioned before, it looks like slowdown but it's a deliberate freeze frame. I'm starting to think it just doesn't look that good if people interpret it at slowdown.
This is all super helpful, thanks for the in depth feedback! There's lots of little things I need to write down so I don't keep forgetting to look into them. I think there's probably better ways to incentivise movement other than lobbing lots of enemies at the player, pickups and things sound cool or death zones... I'll have to think about it. There'll definitely be more eventually - the plan is to have 3-5 levels and some extra content (and stuff to incentivize replaying those levels). I'm also really glad the boss seems fun and somewhat intuitive, I was worried it didn't look very good visually too lol