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Looking for feedback on my free browser arcade shooter, Space Ranger

A topic by KO Inventor created 10 days ago Views: 228 Replies: 9
Viewing posts 1 to 6
(3 edits)

UPDATE — July 27: Based on the feedback I received here, I’ve uploaded a new build. The late stretch of round one and its boss are now gentler, giving new players more time to learn the attack patterns. Special-shot frequency also increases as more weapons are earned through a new four-tier power system. Both the browser version and downloadable ZIP have been updated. I’d especially appreciate feedback on whether losing one power tier after losing a ship feels fair.

Hi everyone!

I recently released Space Ranger, a free browser-based arcade shooter inspired by classic 80s games.

You fight through enemy formations, rescue captives from UFOs, unlock four special weapons, and face boss battles across 13 rounds. The game supports keyboard and touch controls, so it can also be played on mobile devices.

Play Space Ranger here: https://ko-inventor.itch.io/space-ranger

Gameplay trailer:

I would especially appreciate feedback on:

  • Are the controls easy to understand?
  • Is the first round too easy or too difficult?
  • Are the enemy attacks and bullets easy to see?
  • Are the boss battles enjoyable?
  • Which special weapon is the most fun?
  • Does the game work comfortably on your phone or tablet?
  • Did anything feel confusing or unfair?

Even a short comment would be very helpful. Please feel free to share your score and the round you reached!

Thank you for playing!

(1 edit) (+1)

Played it in Chrome on macOS just now. I couldn't get far enough to answer your balance questions, and the reason why is probably the most useful thing I can tell you, so I'll lead with that.

1. Keyboard input didn't register until I clicked inside the game canvas. I hit Enter on the title screen and nothing happened, twice. Once I clicked into the frame it worked immediately. A lot of people will read that as "the game is broken" and close the tab. A one-line "click here to start" prompt on the canvas, or auto-focusing the iframe, would fix it.

2. I then got stuck on the pause screen. It auto-paused (I assume on focus loss, which is good behaviour in itself), but pressing P didn't bring me back — I tried several times and stayed on PAUSE. Possibly the same focus problem biting again, but from the player's side it just reads as being stuck.

3. Two overlay strings collide. On that pause screen, "PUSH P TO RESUME" and "PLAYER ONE READY" render on top of each other and both become hard to read. Easy fix, and it's the first thing I saw when things went wrong, which is the worst possible moment for the UI to look broken.

4. The control list under the canvas is Japanese only, while the in-game title screen is English. Worth mirroring, especially because the Japanese line mentions A/D for movement and Z for fire — the English title screen only tells you arrow keys and Space. You're hiding your own accessibility options from English readers.

Everything I did see looks good, for what that's worth — the title screen with the enemy score table is a genuinely nice touch and immediately signals "this person knows the genre". The formation and the sprite work read clearly at that resolution.

Fix the entry friction and I'll come back and actually answer the round-one difficulty and weapon questions properly — I'd like to, the game clearly deserves a real playthrough.

Thank you so much for taking the time to play and leave such thoughtful feedback. I’m sorry the focus and pause issues stopped you from getting far enough to properly try the game, but your explanation was incredibly helpful. I’ll work on making the game easier to start, fixing the pause screen and overlapping text, and adding clear English instructions for all the controls. Your point that some players may assume the game is broken and leave is especially important, so I’ll make these improvements a priority.

I’m also really glad you liked the title screen, enemy score table, formation, and sprite work. That was very encouraging to hear. I’ll let you know here once I’ve updated the game, and I’d be very grateful if you feel like trying it again. Thank you again!

(3 edits)

Thank you again for the detailed feedback. I’ve now uploaded the updated build and published the v1.0.1 devlog.
I’ve addressed all four points you mentioned. 

  • The game now attempts to grab keyboard focus when it loads and whenever the canvas is clicked, and the title screen now says “CLICK HERE OR PUSH ENTER” so players know they may need to click first. 
  • The pause screen can now be resumed by clicking as well as pressing P, the overlapping pause and round messages have been fixed.
  • The controls below the game are now shown in English first with Japanese underneath. 
  • The title screen also lists A/D and Z. 

Thank you as well for the kind words about the score table and sprites. The score table was actually the first part of the game I built, so I was especially happy to hear that. 

If you have time to try the updated version, I’d still really appreciate your thoughts on the first-round difficulty and how the weapons feel once they begin stacking. No pressure, and thank you again for taking the time to give such useful feedback.

(3 edits) (+1)

a nice space shooter! reminds me of galaga if you remember correctly 

i liked the progressive gameplay

(+1)

Thank you so much for playing and for the kind words! I’m really glad it reminded you of Galaga, and I’m happy you enjoyed the progressive gameplay. Your feedback means a lot to me!

(+1)

Came back and played the update. Thank you for turning all four around that fast, and for writing up what you changed rather than just saying "fixed".

All four are gone on my end:

  • The title screen saying CLICK HERE OR PUSH ENTER, plus the canvas grabbing focus when you click it, completely removes the "is this thing broken?" moment. That was the one that mattered.
  • Controls under the canvas are English first with Japanese underneath, and the title screen itself now lists A/D and Z. Nothing left to guess at.
  • Pause no longer dead-ends. It tells you CLICK OR PUSH P, and a click really does bring you back.
  • The pause text and the round banner no longer land on top of each other.

On round one difficulty: it is not too easy. I lost ships in it. What struck me is that the difficulty inside round one isn't flat. The opening is calm and very readable, only a couple of divers at a time and they all arc in the same shape. Then it tightens noticeably near the end, once the formation has thinned out and the dives start coming much closer together. So round one spends most of its length teaching you that this is gentle, and does most of its killing in the last stretch.

I think that shape is right for the game. I would only soften it for round one specifically. Round one's job is to teach a new player how to read a dive; round two onward can punish them for reading it wrong. At the moment the punishment shows up slightly before the lesson lands.

On the weapons I should be upfront: I never got far enough to hold all four, so I got curious and read the source, since it's a browser game and it's right there. What I found lines up with how the first one felt. The chance of firing a special instead of a normal shot stays the same no matter how many weapons you are carrying, and which one comes out is a random pick between them. So the first weapon is a genuine change, and every weapon after it quietly makes the others rarer. Four weapons doesn't play as four times the firepower, it plays as "I can't rely on any of them".

If you want stacking to feel like growth, two directions. Let the player choose which weapon is live with a cycle key, which keeps it skillful. Or have each new weapon raise the special-shot rate rather than divide it, which keeps it simple. Either one turns the boss reward into something you feel.

Great turnaround. And the score table is still the nicest thing on the title screen. Good luck with the remaining rounds.

Thank you so much for coming back to play the update and for taking the time to give me such detailed feedback. I’m really glad to hear that all four issues are now fixed on your end. Your thoughts on the difficulty curve in round one and the way the weapons currently stack are extremely helpful, and your explanations made the problems very easy to understand. I’ll use your advice as I continue improving and balancing the game. Thank you again for giving the update such a careful look!

Quick update: I’ve now uploaded a new build based on both parts of your feedback. 

  • The late stretch of round one and its boss have been softened, giving new players more time to learn the attack patterns before the difficulty increases. 
  • Special-shot frequency now also rises as more weapons are earned through a four-tier power system, so collecting weapons produces a noticeable increase in firepower. 
  • Losing a ship lowers one tier, while defeating a boss or rescuing the UFO captive restores power. 

Thanks again—your suggestions directly shaped this update. If you try it, I’d love to know whether the tier loss feels fair.

  • Are the controls easy to understand?
    Yes! but I could not figure out how to use the PP, I missed reading the controls somewhere. if its a bomb or special, maybe have a little text above it flash say "press X(or whatever the input is) to use bomb(if its a bomb)" when the player does not use the bomb for sometime.
  • Is the first round too easy or too difficult?

       I would say it was just right! at first I was a little confused you had to shoot the center of the boss hitbox to damage him, but I felt the damage dealt was quite             reasonable!

  • Are the enemy attacks and bullets easy to see?

       Yes, I am on a 1920x1080 resolution, I found the text a little bit hard to read.

  • Are the boss battles enjoyable?

       I did the first two bosses and they felt similar, and I did not feel challenged. they could have a bit of attack variety and potentially more attacks but that would             possibly increase the difficulty a lot.

  • Which special weapon is the most fun?

       I could not figure out how to use the special weapon unless thats the default shooting then I like the one you unlock on Level 3. I did not beat level 3 tho,

  • Does the game work comfortably on your phone or tablet?

       I played from browser sorry.

  • Did anything feel confusing or unfair?

       At first I did not know you had to shoot the boss core to deal damage and I could not figure out how to use P or what P meant.

I had fun, thank you for sharing.