Hello! First of all, I'd like to thank you for checking my game out!
As for your feedback, it is appreciated and your points are well made. I will try to answer them as best as I can.
- About the skill tree,
Well... you see, I released the game and saw that problem too, then proceeded to get *very* sick. I now, made a patch, and think, it is fixed.
- As for the performance,
Yes, Godot web export is not happy with the game for some reason, I am now trying to find solutions for this.
(When exporting for Linux/Windows the game runs smoothly, so it could be some particle system making the game [and me] unhappy)
- And for the lasers,
It does indeed feels that the other lasers (besides the shield one) are not strong enough.
I will try front-load some of the skills from the skill tree, and then buff them some more. (Some thinking needed here).
- Finally, (and maybe the most important point?) the fun related stuff.
: My idea for the gameplay (in the map part) is like:
-- You don't get hit to keep the speed up
(if you are at max speed any score gets a 100% bonus)
--- Keep killing enemies to get score
(the more enemies you kill, more enemies will show up)
--- Unlock interact-able(s) from the skill tree to get score and speed boosts
(currently there's 1 only)
--- A lot of bonuses from the skill tree scale with speed, which helps to kill more enemies
On the skill tree, you can get multipliers on enemy kill, near-miss (bullet and enemies) to boost the score further, and help you to keep the speed up.
Now what you do with all that score,
-- After some score X, which depends on the map, you will meet a boss for that map/planet (which is growing closer on the background)
--- The first skill on the skill tree is a boss nuke, that nuke scales with score.
-- Better runs, means you can either skip boss phases (if the boss has phases) or just one shot the boss, with *big* damage.
In this part I think I need to fix/communicate this better. As for how, I am currently not sure.
- Maybe buff the enemy spawn rate, for starters
- And I guess more appealing enemy/boss visuals (for them and their bullets)
Since 'fun' is subjective a *lot* of thinking will done about this, and nothing is set in stone. (Honestly a skill tree overhaul is inevitable)
As for some plans,
-- I do plan to make more maps with different enemies planets and bosses
-- Also a small hub to select your map, with score tables and statistics of previous runs. (The base for this is already in game I need the UI)
At the moment I am planning a local multiplayer, like 2 ships in one session, but that's very far away, for now (skill issue on my part).
I wrote all this and forgot about the controls (web release breaks the game options menu, so I hid it for now) in the meantime I will try to look for a better layout and update the description, but its basically:
[
WASD, for movement;
Q/E, swap laser types left/right;
SPACE to shoot;
(if you have the first skill in the skill tree, and are fighting a boss [Enter] drops the nuke)
]
If you read this far, thank you for your time.
Also, I appreciate the patience.
(this is maybe my second ever Godot project, being the first I even published anywhere, so there are a lot of things for me to learn)
Ps: Lots of things to do as of now, I will try to tackle them one at a time.