Jbrist":3siz20ug said:
Yeah, don't ask why I used gradients, even I don't know, although I do like the colours of the sky... maybe it's because without gradients it'd look odd, I don't know, trying to make a radial sky/space/whatever is kinda weird, lol.
Um... I was gonna comment that I liked the enhancement, but apparently, you didn't even realize it yourself XD
I like the fact that the gradient focusses the field of play - the outer regions are darker, just like the androids, so you have a harder time spotting them. If they're coming closer, they become easier to see, because they form a higher contrast then.
In general, and I gotta add I didn't play it yet as I'm at work, it looks pretty alive from what I see on the screenshot. Obviously, a defense game isn't quite new, but I like the bouncing bullet aspect. If bullets in space make a lot of sense is a different matter, but I'm sure you find some oxygen somewhere to ignite them ^^
What I'm not so sure about is your concept of winning the game. 100000 points as the factor means there will likely still be asteroids on the screen, and therefore the player might not even realize he won. Even worse, if he does or not, he might go :| about the fact that what he wanted is to get a highscore, not a victory screen. The highscore audience is what these games are made for - keep that in mind. Maybe decrease the time needed to spawn more asteroids with increasing game time to create a rising difficulty, and actually make the game endless and highscore-based. Or, if winning the game is an important factor, limit the amount of asteroids totally spawning, and show the win screen once they're all destroyed. Then you won't have any rogue asteroids floating around upon winning, but you might still disappoint the highscore hunters... at least you got a few suggestions to work with now though
In general, I'm looking forward to play it when I get home... expect gameplay feedback at that point
EDIT: Gameplay update... I gotta say, the difficulty versions don't really do too much for me, as the all force me to reap the shit out of my mouse button... and considering the price of my mouse, I can't do that for long XD So, to survive, you basically
have to mash it - with reaction alone you can't win...
The bare mechanics are quite good... I like how you did the main menu, that's a fun change... and the graphic style is pretty cool overall. One thing I was a bit disappointed of is that the gradient effect in the background I'm describing above doesnt really get in effect, as you're basically focussed on the center all the time... but then again, it might be a subconscious thing... who knows.
Oh, one more thing... I almost all the time lost a life directly upon starting a game. You should make them impact a little less drastic for the first couple of seconds, as the player's thrown right into the game. My suggestion with the gradual decrease of spawning times would automatically solve that, btw :p
Overall, a fun game that I was playing happily, even if it was just for a very short time because I was worried about my overpriced mouse.