- The screenshake is a bit excessive.
noted.
- Make the options menu accessible from the main menu.
It was cut because it was bugged, but y it's my intention to have options on menu screen.
- I don't know about the huge knockback from explosions. I feels wrong to get knocked back by an exploding enemy without taking damage, and it can be a bit disorientating.
- Explosions should only do damage/cause knockback for one frame. Lingering hitboxes are bad.
Agreed. It's bad and I'll solve it (just reading your commend gave me the solution, just have two fukking explosion layers). I leave it in like that for the demo because it's fun to see enemies chain explode, and with 1frame explosion the chain it's always underwhelming,
- Firing the laser muffles all sound effects until you turn the sound effect volume all the way down and then turn it up again.
Thanks for find, the audio is still super bugged.
- I don't like the delay before crates open.
It's still an on exit trigger because some boxes dropped enemies (a thing you didn't like in the last demo, that I cutted for now).
- Maybe it's just muscle memory, but I kept getting the buttons for the sub-weapons and the bombs mixed up.
Hopefully I'll have a rebind system next demo.
- The bomb sub-weapon is still pretty useless since there are so few enemies on the ground, and most levels have you moving upwards.
Agreed, since last demo I worked almost nothing on new levels
I think you should experiment with larger/more complex enemies. These tiny flying ones can be pretty finicky to hit, and I don't think they'd be all that fun in the long run as the main enemy type.
Agreed. Thank you for playing and commenting again dud.