Hello! Welcome to Feedback Quest 7! My name's Hythrain and I'm one of the hosts and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!
So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.
This is a VERY interesting idea, both for a pinball game and a shmup game. I ended up playing through two worlds to try things out, liking it in general. That said, there were a few things that I felt could be useful to improve.
For starters, the controls. In the space explorer shmup part, you used "up" for attack and "down" for go. While this DOES keep the controls small and doable by one hand, I always felt more confusion with that than I did anything else in the game. I eventually chose to just use two different control schemes to play in a way that felt better to me.
Next, what is it that takes damage: the ball or the ship? I ask because in some places, the player can be screwed over. Parts with lots of enemies see lots of large projectiles that can be hard to interrupt in time, while other sections can force the ship to get damaged by collision simply because the ball nailed a perfect bounce path upward and you couldn't kill enemies in time. I think it would be better if it was only one or the other. If you're willing, I could give an idea for how to make stages for if you wanted to do both options but on different stages.
Next, there were parts where things felt just way too tight to get through. I had several points where I'd get trapped for a while simply because the passageway was too narrow or it had obstacles that made aiming much harder. Don't get me started on that stupid wall ball with the launchers... it's terrifying... ugh... This is just about finding that balance between pinball and shmup. Oh, also, if a wall is going inward as if funnel the player to a certain point, ALWAYS make the top walls slope. That makes tight squeezes even more infuriating otherwise.
I do hope you'll be fixing this one up. :)
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