Hey, I've been trying to reach you about the SHMUP bundle through email, and we're all waiting only on you and another person. Could you please approve the bundle?
Hi, I just had a quick go at the demo, and while I liked a lot of what I saw one thing that I found quite frustrating was the fact that enemies can appear and attack with little to no warning from offscreen, particularly in locked rooms where they spawn repeatedly, leading to unavoidable damage. The addition of some sort of onscreen enemy indicator beyond the radar display would be a big help. Best of luck with the game going forward!
I'll look into what I can do about it. On-screen indicators might not be the best, as some rooms can have over 10 enemies at once, leading to too much clutter. I'm thinking of adding a subtle enemy spawn sound instead and see how it works.
Perhaps another possibility would be for enemies to only spawn when the player is onscreen, or appear in more distinct "waves" that can more easily be indicated/tracked? Interested to see what you might come up with.
Right now the game spawns the enemies at the available spawn point furthest away from the player (all of which are manually placed). It does this for several reasons:
- To avoid spawning enemies right beside the player. It's no fun having a Titan materialize within slapping distance, and it looks weird too. - To add a little breathing room between the enemy dying and a new one replacing it. Some battles also have a longer delay between enemy spawns for this same reason. - To give the enemies an opportunity to flank the player, preventing them from just sitting in one place. The game doesn't try to spawn them right behind you, instead enemies may try different routes to reach you as the battle goes on.
Unfortunately I can't really change the spawning system as the whole game was already balanced around how it currently works. However, if I ever get the chance to make a sequel I do plan on trying different new spawning systems, including a more traditional wave setup. In fact, Rebel Ops already played a bit with this idea in a few missions.
Something else that comes to mind is having some sort of "portal" or the like appear for a few moments on the spot the enemy is going to spawn, to give the player a bit of time to reposition and react. Thanks for replying to me, and best wishes on your future projects.
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Hey, I've been trying to reach you about the SHMUP bundle through email, and we're all waiting only on you and another person. Could you please approve the bundle?
Here's a link so that you can do it: https://itch.io/bundle/2133/edit
Sorry for the delay, I just approved it.
Hi, I just had a quick go at the demo, and while I liked a lot of what I saw one thing that I found quite frustrating was the fact that enemies can appear and attack with little to no warning from offscreen, particularly in locked rooms where they spawn repeatedly, leading to unavoidable damage. The addition of some sort of onscreen enemy indicator beyond the radar display would be a big help. Best of luck with the game going forward!
Thanks for the tip!
I'll look into what I can do about it. On-screen indicators might not be the best, as some rooms can have over 10 enemies at once, leading to too much clutter. I'm thinking of adding a subtle enemy spawn sound instead and see how it works.
Perhaps another possibility would be for enemies to only spawn when the player is onscreen, or appear in more distinct "waves" that can more easily be indicated/tracked? Interested to see what you might come up with.
Right now the game spawns the enemies at the available spawn point furthest away from the player (all of which are manually placed). It does this for several reasons:
- To avoid spawning enemies right beside the player. It's no fun having a Titan materialize within slapping distance, and it looks weird too.
- To add a little breathing room between the enemy dying and a new one replacing it. Some battles also have a longer delay between enemy spawns for this same reason.
- To give the enemies an opportunity to flank the player, preventing them from just sitting in one place. The game doesn't try to spawn them right behind you, instead enemies may try different routes to reach you as the battle goes on.
Unfortunately I can't really change the spawning system as the whole game was already balanced around how it currently works. However, if I ever get the chance to make a sequel I do plan on trying different new spawning systems, including a more traditional wave setup. In fact, Rebel Ops already played a bit with this idea in a few missions.
Something else that comes to mind is having some sort of "portal" or the like appear for a few moments on the spot the enemy is going to spawn, to give the player a bit of time to reposition and react. Thanks for replying to me, and best wishes on your future projects.
looks cool. I will have to give the demo a try.
Thank you! Feel free to let me know what you think.
This looks so cool!
Thank you! :D