Hey, no problem! I always like good feedback and thumbs up, it feels nice. But, negative feedback/spot on areas of opportunity, is better for me, because it gives me insight on how to get better, so I thank you for that.
- For the SFX - sad to hear that. I thought they sound nice, I will check that out.
- Absolutely, this is my second-pixel art game, I hope I get better at it.
- Totally agree, I was thinking of buying a good book for game design. All my levels were made "in a rush", per the time constraints. Didn't think too much about how they were going to be executed, or the UX.
- Agree as well. I designed 10 enemies on paper, and 7 levels. Ended up with 4 enemies and 5 levels... hahaha. The shooting enemy fix that you mention (to have the bullets hit the walls) fits perfectly. I didn't have time to implement it, though. I had to sacrifice stuff... still, not a valid excuse for me.
- Didn't think about that! RNG plays a big role here - didn't want that! :(
- I hate tutorials, I want to make my games intuitive enough - that means, I didn't do it.
Less is more = enemies respawn twice at the end of the level, making your path more difficult to exit.
Again, thank you very much for your review. This is the kind of reviews I'm looking for, so I'll be better for my third game.
Have a great day too!