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