RothdaTheTruculent's Profile

Ranked #464

3

100 Points

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Roasts
Story/Writing/Dialogue Physics

First off, great writing and design. I loved the cut scenes, humor, music, and "barks" that the different units make. I'm not really into twin stick shooters, but the humor and writing you layered on top made me happily play through this. I'm not sure if it would get repetitive later on, but for at least the first level it is great. Similarly there is a lots of neat units coming out and different scenes.

The main problem I had with the game play was mentioned above, that the player's ship movement doesn't feel right. I'm not exactly sure what the problem is, but moving the ship around just felt consistently off and weird. It was never doing quite what I thought it should. A few possibilities you could try:
- make the movement completely precise, e.g. you press "a" and it moves left at full speed until the instant you let the key up, at which point the ship stops dead . I could see this precise movement being good since you do have a bit of a bullet hell going on.
- look into some other twin stick/asteroid games, where is some momentum and friction in space. The ship takes a half second to reach full speed in a direction, and takes a half second to slide to a halt one you stop thrusting.
- would it be possible to have ships bounce off of obstacles rather than stopping dead?



A few other minor issues:
-On the main menu screen, make it easier to find the "Quit" button. I had to hunt around for a bit to find it.
- on the tutorial, make it a bit more obvious that you need to destroy the shield generators to make it out of that very starting area. I was hitting the the laser barrier with the strategic bomber for a bit before I realized i needed to blow the shield generators up.
- When I played on my 1920x1080 monitor in full screen mode, the UI textures all seemed a bit fuzzy and blurred out. Maybe look into making them crisper?
- There was one "Lightning" looking upgrade that dropped from on the mini-bosses, but I was not able to pick it up? I would move over it, and occasionally it would pop to a slightly new position, but it would not pick up. I'm not sure what was going on there.

Anyway, First off, great writing and design. I loved the cut scenes, humor, music, and "barks" that the different units make. I'm not really into twin stick shooters, but the humor and writing you layered on top made me play through this. I'm not sure if it would get repetitive later on, but for at least the first level it is great. Similarly there is a lots of neat units coming out

The main problem I had with the game play was mentioned above, that the player's ship movement doesn't feel right. I'm not exactly sure what the problem is, but moving the ship around just felt consistently off and weird. It was never doing quite what I thought it should. A few possibilities you could try:
- make the movement completely precise, e.g. you press "a" and it moves left at fulll speed until the instant you let the key up, at which point the ship stops dead . I could see this precise movement being good since you do have a bit of a bullet hell going on.
- look into some other twin stick/asteroid games, where they do something where there is some momentum and friction in space. The ship takes a half second to reach full speed in a direction, and takes a half second to slide to a halt one you stop thrusting.
- would it be possible to have ships bounce off of obstacles rather than stopping dead?



A few other minor issues:
-On the main menu screen, make it easier to find the "Quit" button. I had to hunt around for a bit to find it.
- on the tutorial, make it a bit more obvious that you need to destroy the shield generators to make it out of that very starting area. I was looking at the laser barrier for a bit before I realized i needed to blow the shield generators up.
- When I played on my 1920x1080 monitor in full screen mode, the UI textures all seemed a bit fuzzy and blurred out. Maybe look into making them crisper?
- There was one "Lightning" looking upgrade that dropped from on the mini-bosses, but I was not able to pick it up? I'm not sure what was going on there.

I know that sounds like a lot of criticism, but overall you guys have done a great job with your theming and writing. I think you can fix these minor issues and have a really neat game.

1 year ago

Uh, I seem to have double posted. Sorry about that. Not sure where to edit the reply.

1 year ago
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