Hi NardrasGaming,
I took a look at your game. Well done! It looks quite fun and promising! Here’s my feedback:
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The background on the menus looks really beautiful.
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The menu is visually simple, pleasant looking and gets the job done.
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One thing about the menu that confused me, is the “menu-ing” (if that’s a word). By clicking “Enter Game” I’m greeted with another menu called “Game Menu”, where I can pick either “Arcade” or “Upgrades”, which is fine. Clicking “Arcade” brings a menu called “Arcade Mode” with two buttons “Begin” and “Game Menu”. This feels quite confusing, why not begin the game the moment the user clicks “Arcade”? Although I sense there is a plan for more buttons to be added, in which case some other design decision will have to be made to simplify this.
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The game works for what it is. The spaceship can wonder around and avoid asteroids, while sometimes hitting them. Didn’t notice anything critical.
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When reading the lore, I got the idea that I’ll be exploring and delivering packages, or something like that, but inside the game the screen seems to be stationary, and I’m getting rewarded by surviving. This makes sense from a game design view, but it doesn’t connect with the lore smoothly.
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Not sure if big asteroids can be destroyed but I didn’t hit them enough times, or only the small ones can be destroyed.
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Flying is fun, but the animation is a little “clunky”. When I’m shooting at a direction, then press the button to move to the opposite direction, the ship “flips” in one frame. This doesn’t really affect the game, it’s only visual.
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I got multiple damage upgrades, yet it looks like I can destroy only small asteroids. Not sure if I did something wrong, but there should be something thrown at a player that shows them what’s the benefit of their upgrade.
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Aliens where kinda hard to hit, and hard to fight, so couldn’t experiment a lot with them.
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On the upgrades menu, the resources available are displayed directly above the buy options in such a way that it’s hard to tell them apart, and it’s unclear if that’s the user’s resources or another thing to buy. This can be improved in a number of ways, one being to make the first row (the one with “UPGRADES”) a little bigger, so it’s more obvious it’s a title, and not another button. Extra points if it has slightly different colour, to make it more visible that it’s different than the buttons.
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After buying multiple fire rate upgrades, I can barely notice a difference. Instead of having multiple upgrades that are cheap but do very little, I’d suggest having upgrades be more expensive but have more of an impact on the gameplay. Upgrade’s are the user’s reward for doing a good job, so it needs to be very visible that it made the user stronger.
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Some upgrades cost 1000 resources, which seems an impossible amount. I’m not sure if that was because I didn’t spend more time on the game.
That’s all I could find. Sorry for the wall of text. All of these are my opinions, so feel free to pick only the ones you like :)