- pows currency should not be 1dollar, if you dont wanna be funny. designwise it can be still "1", but maybe one million of X currency is more on par with the setting
- dunno if u solved that ceiling bug, but the idea that we are bounced off right away imo is a good solution
- i like that your pows are not just upgrades but they have sometimes a downsides that change your build
- i like a lot that new enemy that goes in circle around you
- overall i like the bullet visual viriety, but i would like also different effects/dmg, so you have more decision making on what to avoid (if some bullets already do different dmg, i didnt notice it)
- since the busterwing is actually a ship in the game, my tip is to have an unique spin on its design, make it the ship for a beginner, or the ship for pro players
- for how unfinished, i liked the biome of mission 4. i could see some lmao biome where the mountains are made of cardboasrd for real, like toon world of yoshi and similar.
- moreover, since you use big as eff bullets and dive in ground like a dolphin (make a dolphin ship) but also consider to go more wacky with the style. consider that b.hell as a whole got revitalized when girls become the "ships". it would also give your more freedom for visuals for biome and enemies
Thanks for playing and good feedback. Lots to think about.
>ceiling bug It occured when enemies died in the clouds. The bounce is just so the player doesn't stay in the floor or ceiling for too long.
>bullet visual viriety Actually bullets are color coded. More red = more damage, but it's impossible to notice without staring at barrier display when hit. Also differences between yellow orange and red are probably too subtle. I'll work on that and I think I'll add damage pop ups for player.
>last 2 Till now I was so focused on all the technical stuff to get this off the ground that I forgot to work on the personality of this game. It's very bland now.
I was considering girl planes, but I couldn't come with anything cool looking and then I saw some anon was making something like that already, but in 3d so I dropped the idea (that was long ago, I don't think he finished that game).
Now that you reminded me of this I'm concidering it again. I always wanted to have a main character and that could be it. I'll see if I can come up with a character design that I like.
I thought the game was too easy since I could spin around in circles around a fixed point and clear the mission. Then I died and realized there's no checkpoint.
Completed 3 missions, died. Then I got up to the 6th mission before death. Then played some more while writing and stopped at mission 4. Got some achievements. Only tried the first plane since I forgot about the others and never went back to the menu. Could add an option to pick planes before starting a new game.
My fingers started hurting from using the arrow keys. I only realized later that I could rebind it to WASD. Using mouse + keyboard is too rapid. Is there a reason why I don't automatically shoot at all times?
You can vary the stages between 'Destroy X', 'Cover X kms' and other modes. And probably needs a boss mode of some kind.
I didn't realize that I could heal until I let go of forward since that is never something you would think of. I had this perfect weaving motion mastered so that I hit everything in front of me after all. I could also dodge better now and it made the movements smoother when I could select when to boost and not to. This makes the game easier again.
You should probably add the upgrades on the right after mission completion instead of hiding it behind a menu. I never checked it until too late. And then the regen made the game too easy.
Could use a better animated death screen. Which reminds me of my grandad who was a WWII veteran. In just one day during the Battle of Britain, he destroyed 8 German aircraft, killing 32 Nazi aviators. Easily the worst mechanic Luftwaffe ever had.
Okay I tried the nuke engine as well and in my opinion is a bit tardy. Maybe you could max your regen so it doesn't deplete you as much but it's not worth the tendonitis.
Getting to mission 6 is the best I can do, both without and with upgrades.
I might be biased because I gave the feedback on inertia, but it feels really good now, especially shooting down missiles. It works really well with the machinegun weapon. It also feels great to tip toe out of drifting and shooting between a bullet hell of projectiles (even if it's mostly by luck) - you can pull surprising maneuvers even though it doesn't always seem perfectly controlable. Avoiding the enemy shooting 3 yellow projectiles by flying between them feels great for that reason - you should alter the attack pattern to emphasize on that more often.
Down arrow could get some use for stopping inertia or tight evasive maneuvers.
I think there are a few problems left. One is lack of control at high speeds which should be fine to buff way up. The other would be camera. Some missiles are hard to react to when coming from off screen, though it happens rarely. As the last resort you could have warning symbols at the edges of the screen about incoming projectiles and enemies.
The game gives you lots of freedom but tactics feel limited outside of prioritizing ground forces - you just focus on moment to moment combat while fighting aerial enemies that all behave similarly, just with different projectiles. Having enemy formations, and a very limited and distinct enemy roster per level could be interesting.
Laser sucks because of low damage and precise aiming required, it's good that it's a secondary plane now. Nuke drive is interesting, but definitely for advanced players. Bullet time is nice, but I think player should control the duration.
I'll try that idea with down arrow. Until now I avoided using it, because I wanted to have only thrust/no thurst, but maybe it'll have a positive effect on that "hard to react in time" problem a lot of people are having.
On one hand it seems weird that you can just fly into the ground, on the other thank goodness you can fly into the ground otherwise i'd have been dead 3 times. Maybe an alternate bomb attack that drops down so you don't have to aim straight at ground targets, but also then make the ground deadly. Was fun for a while, made it 3 levels in. but felt low stakes.
Really nice game actually, much enjoyed the movement physics. There’s a bit of a lack of a reason to stick around, I’m not a huge fan of these upgrade systems personally. I’d rather there was interesting variation between missions.
The screen-clear on death seems a bit overpowered in that it counts towards the mission goal? I had a feeling it was sometimes the easist way to progress. But then again your lives are limited, I guess, so it should be fine.
Well, keep trucking! I think a lot of the appeal of such games lies in graphics, the gameplay is probably nice enough already.
Thanks for playing and the recording. You caught some bugs I didn't know about.
The screen-clear, seems too strong currently. It's mean to be a beginner plane perk that gives a new player free kills, to propel him forward. And for stronger player it offers kamikaze attack if he has spare lives.
But now I think it might not be good for new players to relay on this gimmick, because it doesn't teach them how to play properly. I think I might move this to some plane that's unlocked later into the game.
Played for a bit on Firefox on a Windows 10 machine. Overall impression is that it's pretty fun. Presentation is great, music and visuals are detailed enough to be interesting but not so much so that it's distracting.
Bugs:
Might just be my computer/browser but the top and bottom of the game (and I'm assuming the sides too) were cut off. I couldn't see some of the UI elements.
Notes:
Controls aren't super responsive. It kinda feels like Asteroids where it's pretty easy to get out of control. I was trying to slow down by pressing the down arrow key and I'm not sure that it did anything
It's pretty hard to dodge the bullets or aim attacks with the control scheme, it felt like chance whether I'd hit them or not. The plane doesn't react super quickly to changing inputs so I gave up on trying to evade projectiles and just tanked it.
I basically held Z the whole time and spammed the laser in all directions until I won the level. Not sure if that is the intended gameplay, but with unlimited ammo and no diminishing returns on spamming it there was no reason for me not to, especially with the ship being hard to aim. If that is the intended approach maybe make it so the player can toggle "auto-firing" so I don't have to hold down the button. If it isn't the intended approach consider limiting it in some way so that strategy doesn't trivialize the game. There might have been limited ammo that I didn't see, and if there is it was probably cut off by the aforementioned cropping bug.
Comments
- soul main menu spashscreen
- pows currency should not be 1dollar, if you dont wanna be funny. designwise it can be still "1", but maybe one million of X currency is more on par with the setting
- dunno if u solved that ceiling bug, but the idea that we are bounced off right away imo is a good solution
- i like that your pows are not just upgrades but they have sometimes a downsides that change your build
- i like a lot that new enemy that goes in circle around you
- overall i like the bullet visual viriety, but i would like also different effects/dmg, so you have more decision making on what to avoid (if some bullets already do different dmg, i didnt notice it)
- since the busterwing is actually a ship in the game, my tip is to have an unique spin on its design, make it the ship for a beginner, or the ship for pro players
- for how unfinished, i liked the biome of mission 4. i could see some lmao biome where the mountains are made of cardboasrd for real, like toon world of yoshi and similar.
- moreover, since you use big as eff bullets and dive in ground like a dolphin (make a dolphin ship) but also consider to go more wacky with the style. consider that b.hell as a whole got revitalized when girls become the "ships". it would also give your more freedom for visuals for biome and enemies
Thanks for playing and good feedback. Lots to think about.
>ceiling bug
It occured when enemies died in the clouds. The bounce is just so the player doesn't stay in the floor or ceiling for too long.
>bullet visual viriety
Actually bullets are color coded. More red = more damage, but it's impossible to notice without staring at barrier display when hit. Also differences between yellow orange and red are probably too subtle. I'll work on that and I think I'll add damage pop ups for player.
>last 2
Till now I was so focused on all the technical stuff to get this off the ground that I forgot to work on the personality of this game. It's very bland now.
I was considering girl planes, but I couldn't come with anything cool looking and then I saw some anon was making something like that already, but in 3d so I dropped the idea (that was long ago, I don't think he finished that game).
Now that you reminded me of this I'm concidering it again. I always wanted to have a main character and that could be it. I'll see if I can come up with a character design that I like.
I thought the game was too easy since I could spin around in circles around a fixed point and clear the mission. Then I died and realized there's no checkpoint.
Completed 3 missions, died. Then I got up to the 6th mission before death. Then played some more while writing and stopped at mission 4. Got some achievements. Only tried the first plane since I forgot about the others and never went back to the menu. Could add an option to pick planes before starting a new game.
My fingers started hurting from using the arrow keys. I only realized later that I could rebind it to WA
SD. Using mouse + keyboard is too rapid. Is there a reason why I don't automatically shoot at all times?You can vary the stages between 'Destroy X', 'Cover X kms' and other modes. And probably needs a boss mode of some kind.
I didn't realize that I could heal until I let go of forward since that is never something you would think of. I had this perfect weaving motion mastered so that I hit everything in front of me after all. I could also dodge better now and it made the movements smoother when I could select when to boost and not to. This makes the game easier again.
You should probably add the upgrades on the right after mission completion instead of hiding it behind a menu. I never checked it until too late. And then the regen made the game too easy.
Could use a better animated death screen. Which reminds me of my grandad who was a WWII veteran. In just one day during the Battle of Britain, he destroyed 8 German aircraft, killing 32 Nazi aviators. Easily the worst mechanic Luftwaffe ever had.
I don't know what the name stands for. But Nuke Engine would probably be a better title.
Okay I tried the nuke engine as well and in my opinion is a bit tardy. Maybe you could max your regen so it doesn't deplete you as much but it's not worth the tendonitis.
i think this is pretty fun! i got to round 5 before i lost my 3 remaining lives in about 4 seconds
cool game, keep up the good work!
Thanks for playing and good feedback.
Getting to mission 6 is the best I can do, both without and with upgrades.
I might be biased because I gave the feedback on inertia, but it feels really good now, especially shooting down missiles. It works really well with the machinegun weapon. It also feels great to tip toe out of drifting and shooting between a bullet hell of projectiles (even if it's mostly by luck) - you can pull surprising maneuvers even though it doesn't always seem perfectly controlable. Avoiding the enemy shooting 3 yellow projectiles by flying between them feels great for that reason - you should alter the attack pattern to emphasize on that more often.
Down arrow could get some use for stopping inertia or tight evasive maneuvers.
I think there are a few problems left. One is lack of control at high speeds which should be fine to buff way up. The other would be camera. Some missiles are hard to react to when coming from off screen, though it happens rarely. As the last resort you could have warning symbols at the edges of the screen about incoming projectiles and enemies.
The game gives you lots of freedom but tactics feel limited outside of prioritizing ground forces - you just focus on moment to moment combat while fighting aerial enemies that all behave similarly, just with different projectiles. Having enemy formations, and a very limited and distinct enemy roster per level could be interesting.
Laser sucks because of low damage and precise aiming required, it's good that it's a secondary plane now. Nuke drive is interesting, but definitely for advanced players. Bullet time is nice, but I think player should control the duration.
Thanks for playing and feedback.
I'll try that idea with down arrow. Until now I avoided using it, because I wanted to have only thrust/no thurst, but maybe it'll have a positive effect on that "hard to react in time" problem a lot of people are having.
On one hand it seems weird that you can just fly into the ground, on the other thank goodness you can fly into the ground otherwise i'd have been dead 3 times. Maybe an alternate bomb attack that drops down so you don't have to aim straight at ground targets, but also then make the ground deadly. Was fun for a while, made it 3 levels in. but felt low stakes.
https://www.twitch.tv/videos/2865059890?t=0h16m37s
Really nice game actually, much enjoyed the movement physics. There’s a bit of a lack of a reason to stick around, I’m not a huge fan of these upgrade systems personally. I’d rather there was interesting variation between missions.
The screen-clear on death seems a bit overpowered in that it counts towards the mission goal? I had a feeling it was sometimes the easist way to progress. But then again your lives are limited, I guess, so it should be fine.
Well, keep trucking! I think a lot of the appeal of such games lies in graphics, the gameplay is probably nice enough already.
Thanks for playing and the recording. You caught some bugs I didn't know about.
The screen-clear, seems too strong currently. It's mean to be a beginner plane perk that gives a new player free kills, to propel him forward. And for stronger player it offers kamikaze attack if he has spare lives.
But now I think it might not be good for new players to relay on this gimmick, because it doesn't teach them how to play properly. I think I might move this to some plane that's unlocked later into the game.
Played for a bit on Firefox on a Windows 10 machine. Overall impression is that it's pretty fun. Presentation is great, music and visuals are detailed enough to be interesting but not so much so that it's distracting.
Bugs:
Notes:
Thanks for playing. What mission did you reach during the game? Did you die even once?
The idea is ammo is unlimited, but you need to stop shooting to regenerate. I might have overcorrected and made the game too easy this time.
The UI cropping is probably WebGL issue. Did you play in full screen?
I only played the first level.
I did not play on full screen.
New enemies, new weapon, first try at having hand crafted enemy compositions. For the first time I feel like the game is in playable state.
Default Controls:
Flyin: Arrows
Shootin: Z
Usin skill: Spacebar
Pause: Tab (because WebGL)
You may change to mouse or gamepad.
Pad is untested and I'd appreciate any feedback on it.