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(+1)

-It's easy to lose track of exactly where your ship is when you have to aim at the same time. Maybe have a large, faint circle around the ship that shrinks when holding Shift.

-Make enemy projectiles oblong to make it easier to see which direction they're going at a glance.

-Make the projectiles of different enemies different colors to make them easier to predict.

-Inventory menu needs keyboard shortcuts.

-Not a fan of absorbers. They're tedious to kill but aren't much of a threat.

-Add some kind of health indicator for stronger enemies, like a particle effect or a sound effect when they take damage at low health.

-Stacking pierce modifers increases damage instead of lowering it.

-Move the pause button closer to WASD.

I don't think it would help to add a glowing circle around the ship would help. Also, when I really need to avoid enemy bullets, I kinda disregard aiming whatsoever. I guess that's why bullet hells are usually SHMUPs with fixed aiming direction.

I could make them oblong and different colours, but I also can't see how it would help. Also, I'd rather keep them the same red/orange colour, cause this differentiates them from player's bullets.

It could be useful, yes, as long as the player knows which keys to hold to move modifiers around, but I actually had to add keyboard controls to UI elements of a web app at work, and, surprisingly enough, it turned out to be a pain in the ass, so I'd rather keep it as it is.

Actually, I agree. If you have a weapon that will make the absorber create tons of mini chasers, you can also use it to dispatch them. 

Bombers already do change their sprites to a cracked one when their health falls below a certain threshold, cause I thought that it was important for the player to know that they' about to explode, but I didn't think about adding a similar thing to other enemies. Yeah, I could see use in that.

You're right, I fixed it.

I'm going to add a settings menu with key bindings, so this won't be an issue.

>I could make them oblong and different colours, but I also can't see how it would help

It makes a huge difference in helping you predict bullets. When the sprite of the bullet tells you in which direction it's going, you don't have to spend those milliseconds looking at them to figure it out yourself and can focus entirely on mapping out a path. Here's an example off of the top of my head (go to 10:45; Itch won't let me link timestamps):

A pattern like that would be much harder with circular bullets. And just having different shades of orange would help with differentiating bullets with different behaviors so you can focus on the more immediate threat.

Ok, yeah, I can see that.