I wanted to get something out for the demo day, so I missed certain features like a continue system, which would have been very helpful.
Balance is something I am looking into, the hitbox is slightly smaller than the circle but still may be larger than I want it to be (8x8, I forgot to adjust the sprite to match). IIRC touhou's uses a 4x4 or 5x5 hitbox depending on the character, but also the game region itself is wider which allows for more room to move in general. I'm still experimenting with how large I want the game region to be, at the moment I think it may be slightly too narrow, especially when I compare to to other games like Dodonpachi or Hellsinker which may have a region that looks narrower, but in reality the game region is wide but the camera is zoomed in so that you do not see the full horizontal size.
Feels pretty good overall, very responsive movement and enemies line up in formations that make it very satisfying to mow them down.
However, there are a few pretty low effort things that you can do to improve the overall feel of the game and increase it's replay value (which is something you definitely need to do with a game this difficult since you're not going to learn the mechanics on a first run.
- make it so that you can respawn directly from the game over screen
- make it so that either the music does not stop between restarts or put more tracks in the game that randomize on restart so you don't have to hear the same 25 seconds (which is about how long I survive in this game tbh) of track over and over again
- more clearly communicate where the player's hitbox actually is, From what I can gather it's the torso, but it's really hard to tell exactly where it begins and ends and it's heard to wiggle through tight gaps in the bullet formations
- swap out some of the color pallete with colors that work better together from an aesthetic standpoint, I recommend using https://color.adobe.com/create or https://colormind.io to help you find good colors
Thank you, and good points about coordinating colors the music, as well as easing players into it so they have more time to adjust to the mechanics.
As a note, if you hold down the slow button (shift) it will display your hitbox, although I should provide more incentive to use it offensively as well as defensively such as a power shot.
Comments
Ok, I beat it, it was fun.
A continue system would be nice.
Also, is the hitbox literally the circle? Isn't too big? Touhou's hitboxes are usually smaller, right?
I wanted to get something out for the demo day, so I missed certain features like a continue system, which would have been very helpful.
Balance is something I am looking into, the hitbox is slightly smaller than the circle but still may be larger than I want it to be (8x8, I forgot to adjust the sprite to match). IIRC touhou's uses a 4x4 or 5x5 hitbox depending on the character, but also the game region itself is wider which allows for more room to move in general. I'm still experimenting with how large I want the game region to be, at the moment I think it may be slightly too narrow, especially when I compare to to other games like Dodonpachi or Hellsinker which may have a region that looks narrower, but in reality the game region is wide but the camera is zoomed in so that you do not see the full horizontal size.
Thank you for the input!
Feels pretty good overall, very responsive movement and enemies line up in formations that make it very satisfying to mow them down.
However, there are a few pretty low effort things that you can do to improve the overall feel of the game and increase it's replay value (which is something you definitely need to do with a game this difficult since you're not going to learn the mechanics on a first run.
- make it so that you can respawn directly from the game over screen
- make it so that either the music does not stop between restarts or put more tracks in the game that randomize on restart so you don't have to hear the same 25 seconds (which is about how long I survive in this game tbh) of track over and over again
- more clearly communicate where the player's hitbox actually is, From what I can gather it's the torso, but it's really hard to tell exactly where it begins and ends and it's heard to wiggle through tight gaps in the bullet formations
- swap out some of the color pallete with colors that work better together from an aesthetic standpoint, I recommend using https://color.adobe.com/create or https://colormind.io to help you find good colors
Thank you, and good points about coordinating colors the music, as well as easing players into it so they have more time to adjust to the mechanics.
As a note, if you hold down the slow button (shift) it will display your hitbox, although I should provide more incentive to use it offensively as well as defensively such as a power shot.