Hello! I appreciate you still being around.
As for your feedback, very useful, and I will try to answer each point as best as I can.
About the major and minor stuff, will fix them, maybe even by today.
As for the perspective,
- First about Enemy/Enemy bullet visibility. This is probably the trickiest part here, and I am aware of this.
- For the enemies themselves I think the sprite rework could fix this, I will try make them 'pop' more and be a bit more colorful.
- For their bullets, maybe the trickiest part, I am unsure for now, but I am considering a remake on the enemy bullet sprites (maybe some pattern/ color overhaul) while also having some light effect to pop them out from the background (specially when planets are big on the screen).
- Now for the 'Bullet Time'. I really appreciate your feedback here, as I maybe I got too used to it. While I do have some ideas I want to try, things like:
- 'Bullet Time' is at its best (I think) when there are many enemies/bullets on screen, so maybe lowering its drop rate (maybe to 0) when there are not that many enemies.
- I intend to add another 'void fissure' power up, and its not yet implemented mostly due to skill-issue™ on my part.
- Also, a quick transition when the power up is activated as to not be so jarring.
- If none of those make it feel good enough, I will definitely consider making it an active skill, that you can choose when to activate.
- 'Phasing shot' was really one of those things that "worked a lot better in my mind". But I will give it another go. I am currently thinking of:
- It would only affect Bouncing and Piercing lasers, and instead of "destroying" the player's bullet, it would only "consume" a bounce/piercing instance.
- That would not only make those lasers more useful I (hope) but also make more sense that the skill tree could give you more bounces/pierces with those lasers.
- It would only affect Bouncing and Piercing lasers, and instead of "destroying" the player's bullet, it would only "consume" a bounce/piercing instance.
Finally, as for boss fights. It is a really trick point, I kinda cornered myself here and I think your feedback is on point.
I am currently thinking of reasons as for why it became like that. Currently my leading theory is that the 'Relativity Break' (RB) skill has a damage difference which is too big from the ship laser, and that pretty much creates a situation where you either:
- Got a lot of score during the run and single tap the boss with the 'RB' skill.
- Did not get enough score and can't possibly kill the boss.
I think that for starters I need to rebalance those numbers, give the boss a health bar and then try to make it more interesting, and your feedback has some good ideas in this part.
Thank you for your feedback!
