Good Improvements over the Last Version
You made those changes fairly quickly. Nice work (:
The presentation of the shop is much better now, as the game elements underneath are de-emphasized.
frizzyo made a good point with the menu buttons. They're a bit difficult to press. I can click them when I move my mouse over to the far left edge most of the time to highlight them.
I know you mentioned sounds are coming soon, so I'd like to add some preemptive tips:
- Try not to be (too) monotonous with the sounds, especially the explosions. Assign at least two different explosion sound effects, or you can really mix it up and give a different sound effect to each type of obstacle. For all shooting elements, give them a different sound. The differences need not be drastic. Shooters can easily get caught up with having just one sound effect for sounds events that occur often.
- Don't forget the mute/volume for sound effects and if you decide to add music, allow it to be adjusted separately from the sounds. Since your game is keyboard based, you can keep it simple and do it all with a single key. By default, game starts with both music and sounds. Press the key, and it mutes both music and sounds. Press it again, and you get sounds only. One more press and you get the start setting (music and sounds), so it's a three-phase setup.
I like the concept (I'm a sucker for old-school shooters), but I think you should have more enemy types. It took a while for the red magnet looking ship (stays at the top and shoots at you) to come out, but I like those guys. However, I didn't see any other enemies for the yellow (other than boxes), cyan (other than chaser ships), and blue (other than the mid-sized ship that comes from the bottom).
For blue, maybe you could make a ship that goes horizontally, and shoots at you when it's aligned. Perhaps as time goes on, the blue ships could shoot each time they align with the player instead of just once (just put a delay in there, so they don't spam, lol).
For yellow, I was thinking of adding a larger pentagon/hecagon/whaateverm that takes maybe 2 or 3 hits to kill. When you kill it, it breaks up into a few of the current yellow squares. However, that might be too easy to stop, as you might easily be able to kill the smaller squares as soon as they disperse. You can experiment, though.
So, another idea was to make a yellow ship that doesn't attack the player directly, but instead tries to steal the money floating around. It flies around on the screen, looking for money when it appears. If you kill it, it drops all the money it collected, plus what ever it starts with (like the other enemies). Make it move a little faster than the pother enemies, and small like the cyan ships, so it's a bit tougher to kill.
For cyan, maybe a combo of red and cyan: something that chases and shoots at you. But don't put too many of those - game ight get hard, unless the player is playing "hard' of course. (:
The multi-shot (I forgot to talk about this one last time, sorry), is cool. I got it to level 3, and for the most part, it's pretty good, but maybe multi shot could discharge projectiles at an angle or something.
The magnet is really cool, but sometimes, the money just flies right by me.
I hope my suggestions aren't imposing, but just some ideas to experiment with. Coming along nicely, though. (:
- Ziro out.