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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 :/

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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