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Crystallon

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A member registered 67 days ago · View creator page →

Creator of

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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.

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!

(2 edits)

Hello! First of all, I'd like to thank you for checking my game out!

As for your feedback, it is appreciated and your points are well made. I will try to answer them as best as I can.

- About the skill tree, 

  Well... you see, I released the game and saw that problem too, then proceeded to get *very* sick. I now, made a patch, and think, it is fixed.

- As for the performance, 

  Yes, Godot web export is not happy with the game for some reason, I am now trying to find solutions for this.
(When exporting for Linux/Windows the game runs smoothly, so it could be some particle system making the game [and me] unhappy)

- And for the lasers,
  It does indeed feels that the other lasers (besides the shield one) are not strong enough.
  I will try front-load some of the skills from the skill tree, and then buff them some more. (Some thinking needed here).

- Finally, (and maybe the most important point?) the fun related stuff.

: My idea for the gameplay (in the map part) is like:

-- You don't get hit to keep the speed up
   (if you are at max speed any score gets a 100% bonus)
   --- Keep killing enemies to get score
   (the more enemies you kill, more enemies will show up)
   --- Unlock interact-able(s) from the skill tree to get score and speed boosts
   (currently there's 1 only)
   --- A lot of bonuses from the skill tree scale with speed, which helps to kill more enemies 

On the skill tree, you can get multipliers on enemy kill, near-miss (bullet and enemies) to boost the score further, and help you to keep the speed up.

Now what you do with all that score,

-- After some score X, which depends on the map, you will meet a boss for that map/planet (which is growing closer on the background)
   --- The first skill on the skill tree is a boss nuke, that nuke scales with score.

-- Better runs, means you can either skip boss phases (if the boss has phases) or just one shot the boss, with *big* damage.

In this part I think I need to fix/communicate this better. As for how, I am currently not sure.

- Maybe buff the enemy spawn rate, for starters

- And I guess more appealing enemy/boss visuals (for them and their bullets)

Since 'fun' is subjective a *lot* of thinking will done about this, and nothing is set in stone. (Honestly a skill tree overhaul is inevitable)

As for some plans,
-- I do plan to make more maps with different enemies planets and bosses
-- Also a small hub to select your map, with score tables and statistics of previous runs. (The base for this is already in game I need the UI)

At the moment I am planning a local multiplayer, like 2 ships in one session, but that's very far away, for now (skill issue on my part).

I wrote all this and forgot about the controls (web release breaks the game options menu, so I hid it for now) in the meantime I will try to look for a better layout and update the description, but its basically:

[
   WASD, for movement;
   Q/E, swap laser types left/right;
   SPACE to shoot;
   (if you have the first skill in the skill tree, and are fighting a boss [Enter] drops the nuke)
]

If you read this far, thank you for your time.

Also, I appreciate the patience.

(this is maybe my second ever Godot project, being the first I even published anywhere, so there are a lot of things for me to learn)

Ps: Lots of things to do as of now, I will try to tackle them one at a time.