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(+1)
Pros:
  • Cool idea
  • Nice visual style
Cons:
  • Mouse sensitivity is very low
  • Strategy suffers as a result of the mouse controls
Here & There:

This is a neat concept but the execution is unfortunately pretty rough. The mouse sensitivity is low enough that for me it nullified the use of the mouse. I died on the first mission before realizing that there was no limit to the number of shields, and so I relied on placing as many shields as I could. Also because of that, aiming shots is near impossible to do effectively and so I couldn't make use of it. The last enemy on level 3 just flew into my ships quickly and nearly caused me to lose despite having only having 10-20 deaths up until that point. That could use some tweaking in terms of its power. On the final level I made an effort to aim at the dodging baddies and so was throwing the mouse around my desk in order to move it enough to actually hit them which has caused me to misuse my mouse for the last several minutes while writing this which is pretty funny I have to say. Overall the balancing is just too punishing. I liked that the enemy pattern thing showed where the enemies would be, but I couldn't tell if it always showed up or not before the wave came in. It's a nice looking game with a cool idea but doesn't give the player much opportunity to enjoy it. Seeing your progress through the jam was cool and with some more polish I'm eager to see what you can come up with.

(+1)

Thanks for playing and giving such detailed feedback!

" The mouse sensitivity is low enough that for me it nullified the use of the mouse." - Nice catch, I seem to have completely missed that, even as I always set the mouse sensitivity in other games I play really low, should have put two and two together. Darn!

"The last enemy on level 3 just flew into my ships quickly and nearly caused me to lose despite having only having 10-20 deaths up until that point. That could use some tweaking in terms of its power." -  Yeah, upon further reflection it just becomes a surprise "hope you budgeted enough deaths for this part" kind of thing. I'll definitely rework the dodging ship AI so it's more predictable and fighting that ship is less of a matter of attrition, and to emphasize fighting dodging ships more overall.

"Overall the balancing is just too punishing. I liked that the enemy pattern thing showed where the enemies would be, but I couldn't tell if it always showed up or not before the wave came in. It's a nice looking game with a cool idea but doesn't give the player much opportunity to enjoy it. Seeing your progress through the jam was cool and with some more polish I'm eager to see what you can come up with." - Thanks, that's encouraging and I plan to continue improving it.