The ships are far too big. It's relativelly simple and unoriginal. The first boss, you can't escape the small bullets cus they are close together, so no skill, just luck really. Please test your game before releasing it. Thanks. A lot better than other crap here.
you can beat the first boss without getting hit, trust me.
Strategy doesn't belong in a shmup
So, the artwork and music is great and yadda-yadda.
But it completely misses the point of a shmup, which is to fly around, pressing down on one button, and laying waste to thousands of enemies. The challenge doesn't come from deciding what to fire, when, where, types of enemies, or any of that stuff, but simply because there is so much stuff going on on-screen.
The ship is way too slow. The pacing is much too slow for what is suppose to be a fast-pasted game. In most shoot-em-ups, enemies pop in one or two hits. Here it takes multiple hits for regular enemies to die, which is annoying, time consuming, and boring. The way enemies stick around on-screen until you kill them is also annoying. The upgrade system is severely broken. There is a lack of option and, generally speaking, only being able to have one or two upgrades is, frankly, a pain in the ass.
Overall, this is formula game that grossly misunderstands the formula its using.
A hard as shit
But you still gotta love it :D
A pretty face with little substance.
Your graphics are slick. Really slick. And for that, you've gotten far more credit than you deserve.
Your gameplay design ranges from amateur to terrible. To begin with, expecting us to execute precision dodging with a ship this large and this slow is ridiculous. The hitbox is unreasonbly large, as well as being far wider than it is tall and there is a -reason- other games don't do it that way.
You frequently spawn massive waves of enemies so quickly that it is literally impossible to take them all out before they close, even with the most powerful weapons and best mods on the market. You frequently do this with enemies that you've programmed to steer to ram the player, and are as fast as or faster than the player's craft, so don't tell me we were supposed to mow through.
Your bosses (and to an extent, your game as a whole) are incredibly reliant on pattern memorization over good reactions. This in its own right is usually seen as a pretty lowbrow design decision, but you compound it by also making them so insanely lethal (even with max upgraded shields) that there is effectively no time to even identify their pattern - the level has to be played again and again just to figure out how to fight. The giant robot boss on Coeus was especially terrible about this.
RPG elements are a cool idea, but your execution has brought out nothing but the worst in them. I count only three weapons that have actual unique abilities, rather than just slight hikes in damage over others. I count one weapon with a special ability I found useful enough to take any notice of - the homing missiles, naturally. There is no actual strategy behind choosing your equipment besides figuring out which weapon has the best DPS and, debatably, which mods to equip - their effect is pretty minimal anyway, and in the end you take even that away with ultimate mods that buff every stat. Choosing equipment adds absolutely nothing to the game when there are no actual choices to make.
So kudos on the art, but next time could you maybe spend some more time designing an actually good game to back it up?
The large ship complaint keeps surfacing but nobody seemed to have an issue with it pre-release :/
thanks for the feedback
Nice graphics and music, annoying gameplay
The difficulty is really cheap...
Your hit box is waaay too big.
The bullets are so small you can barely see them sometimes, and later on they move so fast you can't dodge them, unless you're not in their way to begin with.
Enemies pop out from the bottom of the screen without warning, and sometimes at lightning speeds.
Often my ship simply isn't fast enough to dodge some wide attacks.
After getting hit, your invulnerability should last longer. Foes shouldn't be able to hit combos on you.
The upgrade system was pretty cool, but maybe you should have left speed out of it.
I know you probably expect players to memorize the levels in order to dodge stuff, but flash gamers aren't serious enough for that.
More people would enjoy a game that looks harder than it is (tiny hit box, tons of bullets), than a game that's harder than it looks (this).
Anyway, good job on the graphics again, especially liked the backgrounds.
I'll definitely agree that I leaned toward pattern memorization, but it's hard for me to judge their difficulty since I designed them, and I didn't really have complaints in that department from early testers. Aside from the later levels, but I figured that was to be expected.
thanks for the feedback