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(2 edits) (+1)

Thank you for the very detailed comment! I'm glad that the core of the game is actually good. 

From what I understand, many problems are related to just tweaking numbers, it shouldn't be that difficult to fix.

Regarding the waves logic you're completely right, I got a bit overwhelmed :3 Yes, the waves are groups of enemies, and those groups get randomly spawned. This way you get a fresh run every time and I hoped to keep things fresh a bit longer. I already have plans on how to improve it though, since some groups as you said are not well built.

I will definitely pick it up again for balancing and smoothing things up, that's for sure.

i think one thing to change is to not stop shooting when the shield is not up (i.e. keep shooting unless the shield is up). That way you only trade "the amount of time not shooting" for the exponential bullet waves, and the enemy difficulty will be more constant if the player has semi-reliable baseline firepower.

I quite like hoarding bullet charges as tanking power. it gives weaker players a way to survive longer, while skilled players can throw the tanking away for a truly hung amount of attack power.

It would also be great to customize the charging weapon's type for diverse way of playstyle expressions. Say, homing photon missiles or a think ol beam, or just regular spread shots.