I like a lot of what Japhy is suggesting here. Just as a back-up (or alternate) opinion, here are some of my thoughts:
1. Agreed, crank-integration could be a fun additional way to rotate pieces, so long as the existing "B" functionality is preserved. If I'm being honest, I can't imagine ever using it over the B button, so if Kryptoid98's development time is limited, I'd likely de-prioritize this.
2. I'm a HARD AGREE on matching graphics between knight and inventory. Seems like the blocky aesthetic of the upper knight would be the way to go, especially, as Japhy mentioned, because occasionally it's a little tough to initially understand how some of the inventory fits into the individual squares.
3. I'm always a fan of scoreboards. That'd be a nice feature to prevent one from having to take phone-pix of each notable score.
4. These are great suggestions. I especially fancy the one about when achieving a 5x5 block triggering, "the knight encounters a bigger kind of enemy that takes more hits, giving the player a little more time before the next item drop." BRILLIANT, Japhy!
A. To piggy-back on scoreboards, ONLINE LEADERBOARDS would be KILLER!!!
B. At the end of the game, the screen kinda "greys-out", but when it does that it obscures the final score. If that's a score I'm proud of, I'd love to be able to take a screenshot or a picture and send it to a buddy or a group that I'm competing with.
Wonderful game, Kryptoid98! It'll be my pick of the week for our upcoming episode of the "Hello Playdate Podcast".
Wishing you all the best with further development...if that's what your plans involve. :)
Take care,
Ryan
RyanClaytor
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As a respectful alternate opinion, I think it's about right to make it a challenging game. It's just slow enough to allow the player to get their wits about them (once the rules are understood) and complete some squares, but fast enough to feel like the screws are being turned and not allow the game to last forever.
Oh my land...this game is so incredibly fun. One of those rare experiences where I've had a difficult time putting it down. The graphics and asteroid-bashing, at first glance, reminded me of the season one game, Hyper Meteor (which I love). HOWEVER, after playing Lunorbit, it has a very different feel to it, trying to work against (and with) the gravitational pull. And I LOVE IT, TOO!!! Thank you so much, @powerdive , for making this addictive game. :)
Man, what a great game. Glad crank integration allows either direction. Nice touch in the 1.2 revision. I've made it through all levels except 3-5. Gosh, that part with the plants in between the spikes is tough. I've tried so many times. Any tips?
Also, I don't understand when I can run into a spike and it just makes me invincible for a bit vs when I can run into a spike and it kills me. Can you demystify that for me?
Thanks for the great game, Cole+!
Hello Hegodigames,
I'm loving this game, but on the 1.0.1 version, occasionally I'll launch a ball and it will not collide with other balls. For example, I'll shoot a #2 ball and it just sails right through another #2 ball. Any plans to address this? Regardless, thanks for the great game.
Sincerely,
Ryan :)