View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0017856 | Starward Rogue | Gameplay Issue | Nov 23, 2015 3:38 pm | Jan 19, 2016 2:27 pm | |
Reporter | nas1m | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.136 | ||||
Summary | 0017856: General Gameplay Issues | ||||
Description | As 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? | ||||
Tags | No tags attached. | ||||
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 |