Some on-the-fly notes:
- Like the music right from the splash screen! XD Rocky.
- It took me some about a dozen seconds, but I managed to get how things work rather quicky!
- The coloured ‘net’/line disappears a bit fast, but this all depends on what difficulty you want to have.
- Lost when there were the three colours; I could not make blue bounce back without having red touch my ‘net’.
- Pressing Escape while the game offers R to try again causes the following bug/crash.
‘___________________________________________ ############################################################################################ ERROR in action number 1 of Step Event0 for object obj_emitter: Unable to find any instance for object index '19' name 'obj_player' at gml_Object_obj_emitter_Step_0 ############################################################################################ gml_Object_obj_emitter_Step_0 (line -1)’ - Oh, you can actually set the difficulty parameters using the pause menu! I think you should put ‘Settings’ also in the main menu, so that the player does not miss it. (I would if I had not paused out of curiosity!)
There are even key bindings! And volume control! Nice. - Ah, I managed to win in less than a (half?) minute with easiest settings! Although I did not get hit, so the fact that the enemy had only one hit point was what really helped me. And this time, I managed to ‘separate’ the blue balls from the red ones, so I guess they are not synchronized if you wait a bit.
- Only now (replaying to see if you can move while on fire, seeing screen capture 2) do I realize that you can actually pass on all projectiles!! The only way of getting a hit is by putting a wrong ‘net’ for a ball…
- Nice fire particle effect. :)
I like the concept, but I guess such a game needs tight difficulty balance! Which is partly allowed for the player through the settings, thankfully. I think it is not easy for you choosing how long the net/line is displayed, as it is both an advantage and a drawback to the player.
Suggestion: maybe something good could happen when the player catches a ball that does not match the current main type of the enemy? Such as giving him a bonus?
As a note of interest, the concept of switching type with a roll reminds me of The High Roller (Hardly Working Inc) and Dodge Role. (The title also reminds me of this last one!)