Why.. would you make the firebutton a seperate key on the other side of the keyboard for wasd movements.. and not the mouse as is standard for nearly every top down shooting game... that literally made it unplayable for me.
Some other points to take in consideration for a bullet hell game. Most of them only have a small portion of the character that is vulnerable to attack, for this very reason. It is impossible to doge even a significant amount of damage let alone all of it with the gigantic hit box, also most of them incorporate a short duration after receiving damage where you can't be damaged again, and losing half your life for "clipping" the ground is pretty bad, having to dodge bullets AND obstacles makes this a frustrating experience.. The regenerating side weapon is pretty much useless. The explanations for what leveling does to either your character or your items is lacking a lot.
Thanks for giving me detailed feedback, we preferred to follow the side scrolling ways of r-type and Area88 which play on more variety of experiences than pure bullet hell, I know that bullet hell use 1 pixel hitboxes but Im not sure that would feel natural in our game. On your suggestion I will try a longer invincibility after taking damage (extending it from 1 second to 2), my main concern is when that gets exploited as you have high health and just kiss a boss to death.
the update is still being tested bcos its a major content extension with 5 new maps as well as revamps to the characters and difficulty.
You shouldn't be getting 25% damage, unless you are playing gamer mode, or in a room with many players - the multiplayer scaling is slightly off on the current version but in the new version it has been changed. Basically in the update the game gets easier as more people join to help you, currently its wrong and seems to get a bit hard.
in the major update one of the things that have been balanced is the damage and difficulty, it has been made easier in co-op, but the hard and gamer mode is harder than currently.
20 launches. 2 dollars collected, the HUD covers so much of the bottom of the screen and the bands are so elastic you can't get full launch without dropping it off the bottom of the game frame, which automatically releases the hedgehog at far less than it's total max velocity.
Thanks for giving me detailed feedback, we preferred to follow the side scrolling ways of r-type and Area88 which play on more variety of experiences than pure bullet hell, I know that bullet hell use 1 pixel hitboxes but Im not sure that would feel natural in our game. On your suggestion I will try a longer invincibility after taking damage (extending it from 1 second to 2), my main concern is when that gets exploited as you have high health and just kiss a boss to death.