Some great points Lurkily, but it's a question of complexity again. Enough people aren't getting it now, with more and more layers of complexity it just alienates people who want to pick up and play at the expense of those players who want to invest a lot more time and be rewarded with greater depth. Someone raised a great point about keyboard shortcuts for things like repair. From a coding point of view that's easy enough, but conveying that info to the player becomes harder and harder without the tutorial feeling like a Powerpoint presentation. I know there has to be cut off point with regards hand holding, that players just have to experiment and see what happens, but by the same token I wouldn't want anyone to have to drill down 4 menus or check the walkthrough to see that there are shortcuts available ( For example ). Providing added functionality isn't hard, it's doing it so it doesn't come at expense of the flow of the game.
Thanks again everyone for the feedback. Auto-repair seems popular, but won't that just make you as a player more hands off ? I didn't want it to be the typical TD game where you place your turrets and then are just sitting around waiting to earn more cash to build more etc. ( Hence the need for a fast forward in a lot of those games, which to me defeats the object ) With having to decide when to repair turrets, sometimes quickly when they're in the red, it adds a new element to it, it's meant to play fast like an arcade game as much as tick most of the TD cliches.
There are some great suggestions here, its just portraying all those features to the player, it's complex enough when first opening it without adding layer upon layer of added complication.
Thanks for all the comments. @xorandor, it's not real mate :) @devi, great feedback, I'll be sure to base the sequel on that. @terrorblade, it's in low quality anyway, so it wouldn't make any difference, and I was hoping the shoot'em up attack waves would remove any need for a fast forward, the reward should be in seeing the destruction. Thanks everyone else, for both the good words and bad.
Cheers :) Obviously Blasteroids and the original Stardust games were big influences on it. In an ideal world it would have been even more like Stardust.
I know it's my game, so I've played it more than a couple of times, but to honest I've never had an issue with not being able to see a moving object on the screen, even when the planet is really close with the majority of the screen being black. I think I need to stop defending design choices now as the game slowly slips into the Kong void.
Thanks Spunky :) To be honest, I just couldn't face tacking on a plot to an asteroids clone, it just feels a little to BSy ( Like giving a Pac Man clone a backstory ). If we'd had a mission based structure then yeah it would have benefited from a plot a lot more, but as it is I'd just feel silly padding out a copy of a 30 year old game with a story. Hopefully that makes sense.
"The unoriginal song", it's a classical piece from 1935, so I don't know how to reply to that in any way. As covered a couple of pages back, we would have loved to have had more of everything in there, including power-ups and bosses, but it was a question of time / budget. We had to have a cut off point where we stopped adding things as after a certain point you start losing money the more you add to it ( Weird I know, but the economics of Flash I'm afraid ). Thanks again for the continued feedback.
Thanks you all very much for the great words. The comments really swing both ways here to a mental degree. @gunner, no extra lives mate, level 14 is pretty good mind. I used to struggle getting that far when testing ( Although after a million plays my desire wasn't a 100% :) )
@draconous I equated age to experience purely 'cause that's pretty much what it boils down to. I don't imagine too many gamers who were born after say the C64 era would be interested in a C64 emulator for example ( btw, ZX81 was the first machine for me, that's how painfully old I am ) @everyone pointing out that the enemies spawning on you is a bad thing, honestly it's not, they just die and you don't lose any energy. I hate games that do that myself, so I wouldn't code it that way :) Thanks for all the continued feedback
Fair to say you've not given it a 5 then ?
The missiles home in on the asteroids only as they are the primary targets in the game, the baddies are there just to add variation and to get in the way of the primary task.