Good grief, 40 levels? Here's hoping you have the dedication to finish them all. Thumbs up! :D
It will be a labor of love.
rf this is looking gorgeous. But, as already said, gameplay seriously needs balancing. You're introducing new mechanics and health system, giving no time to the player to get used to it.
The very first horde has 6 monsters with 4 hit points each (24 in total), against 10 hit points for the player. At the first room of map 01 out of 40? Why? When I gave my first steps out the first scene, I had 2 health points. Didnt find any health inside the castle, either. You could start with 1 hit point monsters. The visuals and music are so good that nobody will mind to start just wondering around a bit, killing easy monsters and figuring out how the game works. This is the kind of project that HAS to be fun, and you have another 39 maps to develop difficulty anyway.
I may revamp that map to be a little more lenient in the beginning. I realize that many monsters at once is a bit much to start out for someone who never played it--then again the original game was not always that forgiving either.
Also, I don't know how hocus pocus works, but remember that players will be 99% doomers, so everyone will be happy if you let us just hold the fire button. Tapping the fire button so many times gets boring, specially with 4 hit points per enemy.
I'd have to completely rework the weapons, given that you're supposed to find more lightning upgrades in order to fire faster. I had to compensate given the original game only let you fire one shot per screen, plus any extra powerups you got.
I hope you don't mind this criticism, I'm only saying all this because I'm really hyped by this project and want to play it :)
And balancing it is so close, anyway.
No problem! Helpful criticism should help me make this better!
One last little nitpick: monsters have some black borders that don't really match the other visual style, I'm no graphic artist, but I think it would look better with other colors instead of black.
As someone else pointed out, that was an art decision held over from the original game. Besides, it helps them stand out better from the rest of the map.
Salt-Man Z said:
• A crystal counter. I didn't see one, which kept me thinking, "Is this the last crystal? What if there's more treasure?"
The main hud has a crystal counter. I forgot to add one to the fullscreen one. I honestly don't know what to do about the ALThud though.
• Autofire. I realize that one of the powerups does this, but maybe allow a slower autofire by default.
I'm not sure how I want to approach this given what I just said earlier.
• Some way for autoaim to give enemies priority over destructible walls. There were a couple times where I would start destroying a wall (autofire would be nice here, too) and it would reveal a monster, but my shots would continue to fire at the walls, presumably because they were closer?
I'm wondering if making all shots slightly homing, or have a larger radius will help with this? Also giving breakable blocks +NEVERTARGET to prevent them from being homed in on? I'm not entirely sure how that flag works to be honest.
Last edited by rf` on 05-07-14 at 04:41