Thanks for giving it a bash, I'll reply as a todo list style so I can easily add it to my todo list.
- Glad you like the vibes, it's something sort of hard to get right for me but I'm pretty happy with this, it's not going above my artistic skill level which is pretty low, same with those destructible environments I'm going to lean pretty heavy into that, it sets it apart from other games of that genre, especially since my competition is binding of isaac, by competition I mean it has to be on par with the amount of content and polish in that game.
- You make a good point with that, I personally didn't go much on binding of isaac it's always never clicked with me for some reason, which is a good thing because I got a bunch of ideas how to improve the genre, that being that destruction and in game levelup that's curated to your ships weapons and ships core talents, there's also another 2 gamemodes planned story and gauntlet, gauntlet will be more "tarkov" extraction inspired, I should be able to make this into something pretty fun now I got the whole neon vibe going on.
- Yeah I understand the contents lacking, I'll have a few more enemies next time now that I'm done with the ship builder's core functionality and migrated the parts to be non-prefab.
- Pre-Prototype - Don't expect much of anything yet, if you think that's gold, you should see the trailer, I added "Pre-Prototype Pre-Alpha Pre-Beta Pre-Gameplay Gameplay" haha, I'll probably should swap it to prototype now that a core loop of the Arcade mode works.
- I'm going to add a skip for the cut scenes, I also need to apply a fix to disable controls when you first load the game, because right now you can bug out the animations if you spam the enter button, so I'll probably add a skip when I do the back button to exit out of everything.
- Good point with that, I think the camera might be a tad too low, when i go and do another pass on this I'll fix it all up, but it won't be for some time now I think, I got content to load this thing up with now.
- I get you, and that's going to be fixed with generator v3, the idea is the space station is "alive" so I'm going to lean into that, which comes with new interesting rooms that can close in on you, or start empty and then it becomes "alerted", which all fits in with the story mode I wanna cook up, for now I might have a delay and a red light on the spawners giving a bit more warning.
- I don't have any particles yet, and I think that's becoming a bit of a problem for people, I also don't think I'm there yet to juice the game, I might just throw in something as a place holder for now, eventually I want smoke and all types of things for the damaged parts.
- The slopmachine is funny but you're correct with this, it's supposed to be a rarity but I don't really have much content so it just stays there for now, I have other gambling ideas too, these novelty rooms will eventually be super rare when i get a proper shop in (I wanna have a hot android waifu as the shop keeper).
- The power progression is coming next, a ship core talent system that's where you can assign abilities with a tech tree, and then an in game level up system that focused to improving what you already got, there's also ultimates and evolution modes planned, talents will help with the corruption system, I always thought it would be cool to go "beast mode" for a short time with a sanity type of mechanic, I'm still working on the design of it though, I may end up saving this for story mode rather than arcade.
- Yeah I hear ya, that's why yesterday I remade those doors so I could get the logic in for showing different rooms, that might be a generator v3 type of thing.
- You're the 2nd person to mention that, and I completely forgot to fix it, I wasn't sure if this is a mechanic I wanted to leave but it appears people hate it dropping off, so for now I might just add a toggle to not give up floating to you, maybe save that for like "dense exp" so it's heavier and floats slower, then I could have something in specialty puzzle rooms that you gotta get to with a chance of it falling down a hole or something, which doesn't make sense since you're a flying ship.
- The level is regenerated so it's reset in a way, it's quite fast so it might look like it just refreshes the map, but everything is proc gen.
- The music might be different volumes in itself, I eventually want to get some music curated to the game itself rather than these humble bundle placeholders, I might look into that when I get these things sorted, I'll check the code and see if it's a volume bug, the pause menu stuff I'll eventually add, I want a rotatable controller just like on goldeneye I found that to be sick, I wonder if I can do a bit with the other options.
- The boss on floor 1 has little HP and your bullets damage transfer over to the other parts so it's why you miss some of the destruction.
- I get what you're saying about him, I think it lies in balancing the HP of his parts, he's supposed to be a simple boss with nothing too technical, you're right with saying things will improve when there's more bosses.
- The aiming thing is a whole mechanic I'm fiddling with, I want weights on your ship that stabilize shots, so if you put a big gun on a light ship it's not going to be accurate, at the moment there's no weight calculation into the recoil and pushback, I add that in the coming months.
So overall just content lacking and a few QOL improvements, with no bugs, that's excellent, thanks for your feedback and time.