Please consider:
- Increasing the maverick's weakness uncharged damage by 1, for a total of 3 bars. You can then balance by decreasing the charged weakness damage by one as well on the 8 mavericks. (For Hunter difficulty).
- Decreasing a little bit the bosses' damage dealt, it's on the X3 side of excess in some cases. (For Hunter difficulty).
- Making the subtanks refill more energy, half a full bar feels to little with the current damage dealt by some bosses. (For Hunter difficulty).
- Slowing down the ending text a little and giving the option to speed up the scrolling by holding a button.
- A confirmation dialogue before exiting from the stage select screen to the Main Menu. i exited accidentally my first time after finishing the intro level.
- Manual saving
- A 1-2 bar damage weakness for sigma 1, maybe? For Hunter difficulty.
- A rework on the leap of faith jumps on Vulpine and Axolotl levels, as well as sigma 1
- Adding weapon tanks
- There seems to be no way to avoid getting hit eventually on the 2nd sigma fortress when you get it to low health and it fires its shots much faster without using the charged shot of Stellar Primate's weapon. That doesn't come off as good design in my opinion.
- Allowing mapping inputs to the triggers.
- If you end up adding double tapping dashing, please add an option in the settings to enable/disable it.
- Changing the default dash button to B, since that's the default position in the other X games.
- Changing the way jumping out of ride armors work to how it is in the official games. Currently, you have to press Up and Jump simultaneously, while in the official games you only need to press Jump while holding Up. It took me a lot of time to understand how this worked and many here never quite figured it out.
As bug/issues reports:
- You can get hit by nothing on the first fortress boss, I'm not sure if when the eye opens or when the platforms move, but it happened to me frequently.
- Also on that boss, you can get stuck after striking the last hit on it with the game advancing one frame each 10-15 seconds
- The boss door transitions are weirdly slow
- The dash jumps are particularly inconsistent. So many times the input missed for some reason
- There's something funny about the wall jump that i can't quite put my finger on
As additional feedback, unlike some people have said here, I don't think you should narrow the jump gaps on the intro level, if anything, I think you should make one jump even larger so that you can only make it by dash jumping. I think that by making these big gaps in the opening you teach the players that there's a dash button and a dash jump. I also believe the dialogue at the beginning of the levels is fine as is, you can just press Start to skip all dialogues. Maybe add a text prompt that tells you that you can sip it with Start.
Also, thank you for avoiding Spark Mandrill syndrome with the weaknesses.