Oh hi! It's good to see you again, anyways, I tried the game and here's my review.
It has a few improvements, one of which that does appeal to my OCD side, others slightly less noticeable, I liked the bullet hell themes you gave to the bosses, but without actual bullet hell (thank god). Also I think you're getting better as time goes by.
One final request - Madness submission? Kthxbai
Your friendly (and insane) reviewer, Cafaling
thanks for the review dude.
I might be being a bit slow here but I'm not exactly sure what you're requesting with "Madness submission"?
Really awesome! I love how the pixel shades and flies back away from the direction an exploding ship got hit, it really makes a ton of 'noise' on the screen and makes an already hectic game area more colorful. The enemies get more challenging on a pretty well-balanced scale, and the upgrade system is awesome. The only two things I find at fault with this game is the slightly slowed acceleration on the keyboard input makes changing direction a bit of a trick to learn, and you ought to have included a "continue" feature. Nothing makes a game less enjoyable than putting a bunch of time and effort into upgrades only to have the game end and then having to go back and purchase them all again. I think all games are worth one playthrough. Make that playthrough end at a "game over" screen, and that's the end of the game. Last time it gets played. Extend the playthrough value with a "continue" option, and it'll get played through to the end of the last level and achievements. Definitely something you should program in if you keep working on this project. Keep up the awesome work!
your absolutely right about the 'continue option', and I knew it even before I released it - the only reason I didn't do it like that was laziness...I really should have, and I'll definitely do it that way next time.
Really fun arcade game to cure some afternoon boredom. The only problem I had with it, personally, is that I'm colour-blind, and it was somewhat difficult to differentiate between incoming attacks and incoming treasure; then again, that's really just me.
yeah it can be hard to distinguish treasure from enemy bullets at times and it's something I really need to think about for future versions. I would like to make stronger magnetism upgrades 'cuz it was fun in my early prototypes being able to suck in tons of treasure really fast from way across the screen, only that really did look like it was attacking you!
Good game, I like it. The only thing I think needs to be improved is the game performance. When killing an enemy, the animation causes lag which definitely affects peoples overall experience. Great job though.
yeah I was worried about lag issues. I put a lot of effort into optimisations to reduce the problem (you shoulda seen how laggy it was before), but in the end there's just a lot of fx going on. Maybe I coulda reduced the fx a bit, but I really wanted to make it a bit over the top.
Best game around here!
thanks for the support!