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Hey there!

Since the last update, I went back to a question this thread raised earlier: can you tell what's hostile at a glance?

In earlier builds, enemy rounds were amber, the same family as the hulls, HUD labels, and the player's cannon fire. I'd kept amber because it seemed the most realistic colour for a projectile, but on a crowded screen it made hits hard to trace back to anything you'd seen.

The current build uses one rule: magenta means it can hurt you. Hostile rounds are magenta with an outline, a halo and a fading trail; enemies get a thin magenta rim, and amber stays with the player's side and the tools. Enemy muzzles also glow before they fire (0.15 s for single shots, longer for burst and heavy patterns), and the hitbox reticle has a dark backing stroke so it reads over the pale hull.

The two clips aren't time-aligned: the earlier build is from 21 October, and its sprites and wave tempo have changed since, so this compares how the rounds look, not how the wave plays. I also haven't had a new player go through High Threat with these changes yet.

I'm comfortable with the demo as a representation of the game, so I'm treating it as closed and moving on to the post-demo missions. I'll only publish about it again if there's an issue to resolve. There's also a demo trailer now: 

The longer write-up is on the dev log: https://jpb18.itch.io/aether-quiet-frontier/devlog/1732922/reading-the-screen-gi...

A few things I'd like to know:

  • In High Threat, can you separate hostile rounds from hulls and from your own fire without slowing down?
  • Is the muzzle glow enough warning, or only enough to notice?
  • Does the magenta rim make the hulls noisy when many share the screen? And if you have a colour-vision difference, does the magenta/amber split hold up for you?

Thanks for playing and for the feedback so far.