Well, I'm glad that's over. Having a bug as obvious as the hit detection bug for the final gun is unforgivable. As is making a game with such a major bug a badge of the day.
AI is horribly flawed. Do they choose targets based on the order that the enemies spawned? They run gleefully through swarms of enemies, back and forth across the zone.
Bug - if you pause the game after defeating a boss, it can be impossible to resume. On moving the mouse back to the ship after unpausing, the mouse vanishes and the game remains paused.
I don't normally enjoy bullet hell games, but this one was actually pretty enjoyable. The inclusion of an easy mode may have been a strong factor in that - slow bullets are a great way to introduce people who are still getting to grips with the genre.
Crawlers seem a bit unfair when they appear on platforms that start almost at the bottom to begin with, leaving you with no time to target them in between them being visible above the water and them detonating the platform.
A few levels are rather poorly designed. The inuit camp in particular is a study in frustration without some kind of guide. 15 minutes of trial and error still can't figure out why the guy runs over to what I assume is a fishing pole, then back to the fire.
I have to say, the sound design for this is amazing too. The way every particle impact works seamlessly into the music when the solution has been found...it's brilliant.
There's so much potential for more of this. I'm really looking forward to a sequel (perhaps one where some levels give you a limited number of bombs with which to destroy a reflector or two as part of the solution)
I can see why an undo button isn't an option - with the particles in play, clicking undo to remove the last reflector would require winding particles back to that point as well. Rather complex and difficult to code. You'd need to take a snapshot of all particles each time a reflector is placed.
So, the 2x2 characters (Iron Knight for example) can't get through levels that require jumping with a roof above without exploiting a millionth of a second air jump technique.
How did this get an average rating above four? It's AWFUL. It's tedious, the upgrades make very little difference and micromanaging ammunition is horribly frustrating. And then if you fail a wave you have to start all over again. First badge of the day I won't be getting.
Game seems to hang after the final boss, assuming because a loot box has appeared off-screen, counting as one enemy remaining, stopping whatever victory screen you intended to show after the plane flies away. Also of note is that the musical symbol does not mute the music. One final observation - having the plane spin to attack the nearest target is annoying in the extreme when being swarmed - you want to focus fire to punch a hole while keeping away from bullets, not constantly spin around, dispersing your damage among absolutely everything.
Here's a fine example of how poor unit AI and unpleasant controls can quickly ruin a game. Not sure whether the BOTD was good or bad for the developer. One one hand, yay, exposure. On the other, now everyone knows how poorly they designed this game.
thanks! yes there will be.