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(+1)

Thanks for your feedback! Even if it's negative, can be useful, so don't worry xD...

- Thanks, was made all with simple shapes in unity, only the background I made outside!
- Yeah, indeed x.x;
- True, I would solve this with a proper tutorial;
- True also xD, the plan was to add more enemies so the other weapons could be more useful. In any case, I didn't spent a good time with balance;
- The yellow was supposed to be used vs enemies with huge HP and with a lot of bullet spamming, the cyan was supposed to heal you, but since you can't really take damage if just dodge, this get useless;
- First time someone talks about this... This is new, thanks! <3
- Usually you move ship games with steering and forward acceleration, with some momentum... But I like to do more precise gameplay controlling in my games... Can you specify more what kind of trouble you had?
- In this one, the map is literally infinite, the enemies always follow you and they are spawn with this in mind... Even knowing this, you still think a minimap would be viable or something?
- True true, my bad x.x;
- With the other types of enemy in mind, would be easier to heal with cyan weapon... Maybe fix the cyan weapon logic as well, as it is, is not working 100% intended;
- Not sure if I agree, but it's ok o/;
- Actually in this part I was pretty lazy, and got some sfx from past games x.x.

I didn't  thought it was negative feedback at all! There's a lot of gold here... Some stuff I will definitely add to the next version, so thanks for saving a time to help me with that! <3

BTW, if you need more help with jam participating problems, count me in o/

(+1)

Oops, i forgot to reply!! 😅 (Sorry)

Yes, ik, i say that pretty much to everyone because there are some people can't get negative feedback right, so i'll always remind that, just in case...

I've tried again the new ammos that i missed out in my first playtrough, and i've got to say: i seriously think the yellow one should be a bomb, because righ now there isn't really a way to deal with a lot of enemys other than spamming the magenta ammo (the red ammo is usefull becuase of his piercing ability, but not that much really, an AOE would be more usefull). Dealing with enemys with more HP instead, with the tools that you have, i think it's much easier

Also, the cyan needs to give more feedback of his utility, it isn't really that clear that it heals you (i missed it soo many times): doing something like the blue one, when they collect a bullet it should fix the problem imo. And it seriously need some balance, because healing only 1 to 3 HP in a game where you can have 600+ HP i'd say is a pretty low amount.

(These last two point is just my opinion on how i'd improve the game. Obviously you know the game better than i do...)

Like we said, the moviment of the ship is not conventional: usually in this kind of game the ship it steeres to the direction you pressed, instead of moving in that direction right away...what i've said is that, because of this thing, and the fact that i've played many games that use that kind of moviment (the steering one) i had to adapt myself to your pattern of moviment... That's not really a problem, nor did it caused trouble, it's just a thing that you need to be aware, especially without a tutorial... I hope i explained myself propelly

I was thinking more like an indicator than a map, like the one you gat in an FPS game when you get hurt, especially because doing a minimap of an infinite map dosen't sounds right to me, but yes. i think the game needs an indicator: if you continua running ina d irection, or you need 10 enemys to complete the lever, dometimes finding that enemys it's pretty hard to do...

About the second last and third las point, not that i really think about it, there isn't really a need for that: i was saying that because you currently have only one way to heal/regain mana, and i tought that having only one way to heal isn't really a good thing, especially if the player can miss hoe to do it... But that sould be fixed with a tutorial

(And yeah, you're about the mana one, it shouldn't exist: Regaining mana is much more easier than regaining life)

I should be probably the one to thatnk you for helping me and for making an awersome game!! I'll take you on my mind in case i'd need help on the future!! 😊

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Makes sense xD

But "good feedback" feeds your ego. "Bad feedback" feeds your project, which actually truly feeds your ego, as long you can take the "punch".

The way I thought about the weapons was the following:
- Red means damage;
- Green means defense;
- Blue means utility;
So the yellow weapon was supposed to be a damage/defensive weapon, that's why is the way it is... I could make it explode on contact and dealing damage based on the size... Could work, I will keep this in mind :D... But after doing some fixes, now the enemies increase in health, and now suddenly every weapon got useful, but still need some touch!

I thought of doing that, but actually didn't ;-; , the balance part, well... In late game you can have a lot of cyan active, so you can regen pretty fast, but I couldn't have time to do some full playthrough to actually look at this x.x... One way of dealing with cyan I thought off after some feedback was: making the cyan being like satellites that when a bullet appear, it moves there and "kill the bullet and collect the healing", this could work better.

I understand this, and makes perfect sense! I can try to see how enjoyable the mechanic would be with this mechanic in mind. But one thing that is definitely making thins worse is the "parallax", because I couldn't make it work properly, so sometimes it seems like you are so fast.

This is pretty clever! I will do this :D... Last 10 or something it start to show "Arrows" pointing towards enemies.

Yeah, a well made tutorial and a improve in the cyan mechanics should be enough :D

Sure, feel free to ask me so whenever you want! :D

(+1)

Man, this discussion is really getting out of hand!! XD (But we're enjoying it, so it doesn't matter...)

Yes, i agree: "negative" feedback is better than the "positive" one (i don't think there is an actual good/bad feedback). Ego aside (i think the impact on ego depends on the way you take feedback), Highlighting the bad part of a game helps improving the game and you as a developer (Plus it's much honest and easier to do, at least for me), where "positive" feedback doesn't really "improve" the game, but only strengthen the already good part of it.

Oh, i think you should make that more clear to the player then... 😅 If that's the direction you're going for, i think you should strengthen the categories of the weapons a little bit... Not in actual power, that other than the yellow one is done right, but in feel: make the screen shake a little when you fire the red ammos, maybe a green aura when your using a green ammo, idk... those are just some ideas

Well, so far, i don't agree that much: If i understood correctly how the cyan ammo works, it heals you of a percentage based on the bullet power and the green powerup level (I say that because i didn't see more cyan bullets spawn when i get the green power up), and once it gets in a contact with the bullet, the both of them disappeared.  Did i understand it properly?? Anyway, in the end game (Unless if you decide to group or push them, a tactic i don't think many players will go with, since it's more risky than just run and shoot, and it probably produce more bullets that the player, and the cyan ammo, can handle) there is a max of 3? 4? Maybe 5? projectiles on screen at time, most of the enemys won't shoot at you. Plus, cyan ammo is pretty expensive and risky to do, but this isn't really a negative (Rather, it's a positive. for balance reasons) but is still one of the causes why i think cyan won't heal you that much in the end game

I mean, is the parallax, or being fast THAT bad?? I'd say, I've kinda enjoyed that...

The problem doesn't just occur when they are a few enemys on screen, but also when you travel far from the enemys (btw you should try to encourage the player to not escape, if it isn't your gameplay intention). Plus I'd suggest to go with a percentage instead of a fixed amount of enemys (10% of the total enemys remaining, instead if just the last 10 remaining)

Again, thank you for everything!! (Maybe i should send you a friend request on discord or something?? idk)

PS. Sorry if in the last post they were so many errors, i wrote it on my phone that has a small "keyboard" with no auto corrector :/

(+1)

It's fine, as you say, if we enjoy... Whatever xD

Feedback is a really important discussion, because what (unfortunately) lack a lot in the industry as a general is some true feedback. I've seen a lot of people in a lot of places already saying something just to make the dev happy, and this can't be helpful. x.x

Makes perfect sense. Since everyone that played couldn't figure this out, I guess it's useful to say it.

Yeah, I totally agree. I still have to play around with some of the values, to see how well it can works. But right now, it heals you x * blue level * green level (amount of bullets that can absorb.

Well, if you move diagonally when there are some enemies around, you gonna understand what I mean xD

Hmm never thought about a player trying to escape, makes perfect sense... And the 10% thing makes sense too!

Sure! Mine is: Suikou#6294

PS: it's fine, don't worry

(+1)

WTF why long text and shit Help me please