ok colours fixed, no more blocks of same coloured enemies in a row. It was a good call, it was very unfair and annoying when it happened!
I played another ten or so games. It feels much more fair with the colors being more balanced. I still haven't quite gotten perfect (best is 3 missed) but I think it's possible.
In regards to the hectic-ness, I had to restart like three times before grasping what was going on my first time playing so I don't think an easier start is a bad idea.
Also, there appears to be a bug that causes the game to crash just before the fifth wave. I have it roughly half of my games. I tried Firefox and Edge so I don't think it's my browser
Out of curiosity, did you increase the prep time at the start?
Thank you again for making such a great game!
Hi, yes increased the start time, felt like sometimes you just couldn't get ready in time and it was meant to get harder over time, hopefully it's not too much. Will look into that bug, thanks for finding it. Yeah I think the game isn't self explanatory and nobody wants to read instructions, I will think today how to add instructions in-game. I would like to add features, but I don't know if thats just expanding the scope of what is naturally a simple game. Also thinking if I do expand it, should it be level based, or more rogue like and maybe gets more complex every wave etc.
Thanks again!
RE: adding features
I think it's a good mindset to try to keep the game simple, but I do think you could expand it without damaging the game. As is, there aren't a lot of choices to make. In a game where it's really difficult to play perfect this is fine because where your attention goes is how you create your play-style, but in this game, I've played for about two hours and I think I'm closing in on that perfect game. If you were to add features, I think you should try to make the game more complex from a strategy perspective than adding more to manage. That said, you made a better game than I can so I trust your judgement
RE: Levels vs Roguelike?
I think it depends on what features you add. If you want to play with the nature of the game, I think levels is the way to go. You could have one level where you are told in advance which color bombers are coming and gain the ability to change your arming slots so you can produce enough of the right fighters or one where it's cloudy and you can't see some of your slots so you have to remember what you put where, one where almost all your slots are full so it's hard to move planes around, etc. I think that would take a lot of work to make cool. It would probably be easier to make it rogue-like so each bomber destroyed gives you xp or money or something you use to upgrade/buy planes and the fun of the game comes from experimenting with upgrades to figure out what deals best with the more difficult waves. I think the levels sounds cooler but easier to mess up and more work