Oh, I saw your game on the Jonas Tyroller video :) Congratulations on the game. Cool concept.
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Oh, I saw your game on the Jonas Tyroller video :) Congratulations on the game. Cool concept.
Haha thanks man
First of all congratulations on your first release, I have to say that the quality of the graphics and the level of polish is very impressive.
But I think you could make it even better by changing some little things.
You have no level tutorial to present the controls to the player. The player's first experience is already negative, as he starts in the middle of the battle and is killed several times until he finds the controls.
I know you put a message at the bottom of the screen saying press ESC to see the controls, but with the player trying to survive the enemies and dozens of bullets on the screen it is very difficult for anyone to notice this message.
Maybe it would be a good idea to have a quick level tutorial to introduce the controls.
The game is very punitive right now. I believe the first impulse of most players will be to try to destroy as many enemies as possible, but this is quite complicated since to hit the enemies you will necessarily have to stay in their bullet stream, and currently the player's life is too low to do this even for a very short time (or maybe I'm just terrible at the game :) ).
But even for a game that requires skills, the player's first levels and first contact with the game should not be so punishing.
My best recommendation here is to implement some analytic lib and use some funnels and metrics to identify where players are leaving, then use the data to balance it better.
Data such as how many times the player dies until he can complete the level, what levels are accessed by the player and what levels are never reached, average session time etc, this data would be of great help in balancing stuff.
If you already have some analytic lib in place, could you share some data? I would love to see that.
Good luck and again congratulations!
Thanks for congratulations and this detailed / long review!
Tutorial:
was initially planned. But I have to admit that after all these months of work I lost the feeling of playing the game as a stranger and not knowing the mechanics. So I made it easier for myself by writing a guide, which of course wasn't the best option, I understand it now...
Analytics:
really good idea, and to be honest I didn't think of that... So at the moment there is no analytic in these game. Sorry for that... next time I'll take this seriously.
At the moment I'm working on a trailer with gameplay etc. I will upload it on my homepage soon. So people who are interrested can see what kind of "gameplay" is actually possible in other levels when your ship is much more upgraded.
I understand that after I have played the game 100 times myself, I have a different feeling for it than someone who plays for the first time and is overwhelmed at first. You've already mentioned that.
Have a nice day and thanks for playing! :)
There are an absurd amount of collision problems.
I know this Game was made in 24 hours and i Made a Bad job
Trying to became a game dev
Age 34, Male
Brazil
Joined on 7/18/19