Very nice game, the only thing that's missing is a bg music that the bg color is syncronised to.
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Ok, imho this is the best update so far.
First, that one pattern for attack 2+3 was really cool. Also I like the quantitative ballance between moving and stationary bosses.
Second, What the heck is the pattern at the end of the video, I mean, what actually happens there?
Y R U making a break (if you don't mind me questioning)?
Very good work you did there.
Hi! I seem to have the record in "Lost in Space" for now, I've skipped trough your playlist and nobody had the record above 0.5 light years. I have 0.586, watch if you don't believe me. If you do, watch anyway ;-P.
This game is clearly one of my favorites now. It's just the way I like it - minimalistic style, great music, etc.
However there are two things I'm not as confortable with. First, the sudden change of gameplay - once you're at ~0.35+ you're forced to change your style of playing from dodging to considering whether and where you shoot or tank damage thoughtfully.
Second, I have real doubts that it is possible for a human being to beat 1 light year without really lucky RNG, here's why:
The time a human brain requires to convert the eye's signal to the actual image is 0.100 s. I've seen this confirmed in multiple sources, e.g. in the NatGeo's show "Brain Games". Audio signals are processed without a noticeable delay. You may try it yourself - just make a 30 fps video project, and cut some stuff exactly to the beat, watch the result and then move the audio 0.1s into the past. Watch the second result and you'll surely notice the difference.
The average react speed (Seeing a visual impulse, usually a color change, and clicking as fast as you can) is stated (different sources state differently) around 0.225s and that's just one simple reaction you're waiting to do. I can easily imagine that it takes about 0.3s to 0.4s to partially/fully analyze the patterns coming in "Lost in Space" and react to them.
That's the only part of gameplay I don't like in this game (as well as in any other game ever) because the difficulty is increased not by making the technical challenge harder but just making it go faster instead. Ok, well, your game does both which is making things even worse.
What I'm saying is, that I spent hours to get a better high score and there have been plenty of moments when I was doing good,almost beating my high score, 80%-100% energy and then a bunch of asteroids came at a speed I never could realize fast enough and it just insta-killed me.
This sort of things tend to frustrate players making them go to the game's page and writing terrabytes of plain text data complaining about this one tiny detail nobody actually cares about.
I am not saying that the speed should be constant, it's good if it changes after the beginning, I just don't like impossible speeds that much.
I hope you may reconsider your game's machanics based on this comment and that It didn't bother you too much reading this whole thing that's almost as long as this game.
I didn't notice any big changes while making it trough the intro+ first level.
The new sounds are nice, but the changed ones seem a bit too muffled for me.
The intro's boss jumped into the start position* at the beginning and the time I shoot it.
I'm going to make the final boss the next few days as usual.
I'm thinking of only adding movement after the first few levels - so after the player has mastered the dodging, they can attempt to handle movement and attack. Not all bosses will move though, and bosses that move will have a easier pattern depending on how difficult the movement is.
I'm fine with that!
Player naming would be a lower priority compared to game mechanics though.
Of course :-) Thats rather a thing for the final stages.
This is a known bug - if I recall correctly, it's not deleted, but you have to restart the game for the menu to appear. I'm looking into fixing it now.
Oh that's a bug? I thought it was intended like in the pre-alpha where the game just stayed black after the ending. Or was that a bug as well? Anyway I was lucky enough to not start a new game because I was disappointed and that way I could redo it (later). I've already uploaded a no-hit.
Be prepared for 0.3 arms then, they are harder and less restrained (but not impossible like those 0.1 ones)! They are still quite experimental at this stage though.
Sounds great! However could you please make the bosses move to where the 0.1 bosses were staying for the first attack rather then letting the player do multitasking while figuring out the patterns and the movement behavior?
One side will probably used as a score/completion indicator, while the other side is for flair/decoration.
Maybe also put the payers name there?
Okay, I've beaten the last version, it took me around 10-20 minutes without the tutorial which is extremely good, compared to the fact that I wasted 1-2 hours for all of my sessions trying to do things which are technically possible :-) This build is actually almost too easy, I even managed to beat the last level at my first attempt (thank you, shield;-)
Anyway, the biggest issue is that it's auto-deletes the game. I mean it's bad for me, since I wasn't expecting this and now I have to redo the whole thing to get a recording. At least it won't take me too long.
It's also funny that every attack that makes use of arms... (may we call them EXP for "EXternal sPawners"? JK, but we should eventually think of some cool names or acronyms for the game's elements) so what I wanted to say is that any attack which uses those, generated patterns which have been easier to dodge than any attack which didn't. It also messes with my head a little when I'm required to dodge something that comes from underneath me.
It would be great to have some kind of an indicator so you can see how long each of the two phases will durate so for the sake of estimating the risk of getting closer while it's not shooting. My suggestion here is to use the same visual element that's used for the shield, maybe just in the boss' or any other color than white to avoid confusion.
Another not build-specific thing you most likely already know but I'd like to put here anyway is that the left and right sides are not really used. I'd like to see some stats there, or at least the layout of the level selection as a ~70% faded background.
That's it for now! :-)