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The fancy and awesome Q&A discussion! Sticky

A topic by Starlight Game Studio created Mar 07, 2017 Views: 271 Replies: 2
Viewing posts 1 to 2

So, in the spirit of getting in touch with the community, I made this topic to answer any questions you might have about the game. Or just to offer you cookies and tea, because I'm such a good host, haha <3

Anyhow, fire away, peoples :) I'll do my best to address any and all questions :D

Just tried my hand on Normal Mode and wanted to give some feedback - the initial difficulty curve was really daunting at first because the flight patterns from those enemy ships are a bit unpredictable, but as soon as the power ups came to play, it became easier as opposed to harder, so if there's a way to balance the difficulty curve either by making the initial flight patterns slower, and then speeding it up or having it do more crazy hairpin turns, it'll help.

I must say the boss fight was really good though, it really brought the controls back together into a nice little package where you'd have to figure out how to beat that monstrosity :) 

Oh also, for some reason, the music and sound effects stop playing once I've reached the core of the boss fight and/or after my health has depleted more than 3/4 of the way. Not sure why. 

Loving the game's aesthetics and music too, keep it up!

(2 edits)

Hey, thanks a lot for the feedback!

I'm still trying to find that sweet spot over how the game works on the first few levels. The design philosophy is that the first levels of a given color are a greater challenge indeed, and that getting more powerful and being able to plow through enemies is the REWARD for leveling up a color, since the main goal is to build a color composition to fight the boss with. The overall difficulty curve of the game is to be given over the course of the many levels, with more complex patterns and more enemy shapes being unlocked gradually. Unfortunately, the demo doesn't feature many of those, maybe I need to restructure it as to present a better microcosm of the game instead of just showcasing its' first level.

Oh yeah, and I also need to strike a balance over the RED color specifically, seeing as it is the color you begin with, and a different approach should be applied to its first levels.

Anyhow, thanks a lot for all your pointers :)

EDIT: nevermind, I took a look at the current demo build and understood what you meant. I'll release a fix soon enough for balancing the first levels.