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IDProjectCategoryLast Update
0017856Starward RogueGameplay IssueJan 19, 2016 2:27 pm
Reporternas1m Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.136 
Summary0017856: General Gameplay Issues
DescriptionAs proposed by Misery I will put parts of my first feedback here, so that those of you who do not have the time to frequent the forums much have a chance to see it.

The original thread can be found here: https://www.arcengames.com/forums/index.php/topic,18179.0.html

Disclaimer: I have only put the (potential) issues here. I have had nice things to say as well in the original thread :).

Gameplay
- Afterburner speed feels good, standard movement a tad too slow in my book.

- Some enemies move too fast in comparison (but you already mentioned as much
  in the dev notes at startup I think).

- Hotrod Bomber firing (and that of a couple of other lower-rate-of-fire
  hulls) feels too slooow.

- Bosses also feel kind of disconnected to their environments.
  As in: Here is a boss that looks like a big flower (it reminds of a certain
  boss in Zelda 1 btw) but there is nothing in the room that "explains" why it
  would be here in this room of all rooms in a huge spaceship: No green, no
  "nature" props etc.

  To some degree this is true for all enemies. Its all feels very arbitrary
  and disconnected at the moment in terms of rooms and what is in them.
  Maybe this is just an issue of all those assets not being in the game yet,
  but I thought I should mention it.

  I guess what I am looking for is some kind of "metroid-style" logic to
  areas: Fire-themed enemies in magma themed areas etc.

- I have a hard time getting into the game with the current temp sound
  effects. It just feels so wrong and underwhelming that I went with disabling
  sound altogether after a while.
  Get me right, I know these are temp. I just want to stress how important
  they are in my book for the feel of this (kind of) game.
  I guess I am one of those gamers for which lacking sounds really kill the
  experience...

- The gameplay currently does not "click" for me, mostly due to the game
  neither scratching my shmup nor my roguelike itch at the moment.
  
  The rooms feel too small and not "railroaded" enough to classify as a shmup
  to me in a classical sense
  (see Jamestown for an impression of what I have in mind here). Also the
  enemy count is too low for that.
  
  My association with a shmup is fighting my way through waves of enemies. I
  have yet to see that here.
  Maybe add a few "hallway" style rooms that could house more vanilla shmup
  action?

  For a roguelike, there simply is too few exploration and loot going on in my
  book (again this might just be an issue of content)

- What loot I find I don't feel inclined to use. A bonus for ten seconds does
  not seem that big a deal if I can easily spend this time just navigating the
  room and not shooting anything.
  Maybe add the TLF style blast (to consume projectiles) as an additional
  incentive?
TagsNo tags attached.

Activities

Chris_McElligottPark

Jan 19, 2016 2:27 pm

administrator   ~0044243

Disconnected enemy types aside, I think we've gotten all these issues. Thanks!

Issue History

Date Modified Username Field Change
Nov 23, 2015 3:38 pm nas1m New Issue
Nov 23, 2015 3:39 pm nas1m Description Updated
Nov 23, 2015 3:40 pm nas1m Description Updated
Nov 23, 2015 3:40 pm nas1m Description Updated
Nov 23, 2015 3:41 pm nas1m Description Updated
Nov 23, 2015 3:43 pm nas1m Description Updated
Nov 23, 2015 3:44 pm nas1m Description Updated
Nov 23, 2015 3:45 pm nas1m Description Updated
Nov 23, 2015 3:51 pm nas1m Description Updated
Jan 19, 2016 2:27 pm Chris_McElligottPark Note Added: 0044243
Jan 19, 2016 2:27 pm Chris_McElligottPark Status new => resolved
Jan 19, 2016 2:27 pm Chris_McElligottPark Resolution open => fixed
Jan 19, 2016 2:27 pm Chris_McElligottPark Assigned To => Chris_McElligottPark