Things that your view while trying to dodge bullets? Check.
Enemies you can't hit because they're too low for the ship to reach? Check.
Enemies that spawn so far back the only way to effectively kill them is by ramming? Check.
Required grinding? Check.
Lose 100% of anything gained during the level if you die? Check.
Giving it a 1/5 rating? CHECK!
Things needed: a shop to spend currency on: upgradable weapons, large creatures requiring bigger guns to be caught, weapons specifically for fighting aliens (i.e. don't capture, just pass through creatures until it hits an alien), defense structures, the ability to buy and upgrade fetchers, multiple levels with income goals (and progressively harder aliens/bosses)
These are some Great ideas. I've got them all noted. I'm going to build along the line of multiple income goals and I REALLY like the specific gun for specific enemy. Thanks ;)
Does not save progress... so it doesn't actually "work, even when you're offline"... and it seems to crash if the window loses focus. Also... no modifiers for buying multiples.
Day 6 - Goal 45,000 feet: Ground control was excited at the prospects of trying out the new pulse rockets Dr. Pengu had invented. I have to admit, I haven't been this nervous since I decided to break out of my egg. I try and maintain my calm, but I'm giddy inside. 45,000... almost a quarter of the way to space. It would be a huge... wait... what's that? No! 38,500... there's a... a... paper airplane in our trajectory! We're going to... ... rocket's spent. 44,800. So close. Someone in air traffic control has a lot of answer for. Still... the cannon didn't explode on launch. I guess that's something. Little victories. Little victories.
A self proclaimed bullet hell game that a) requires you to pick up money - using the same mechanic that moves you... into the line of oncoming bullets and b) gives you NO idea what your hitbox is. Both of these are unforgivable sins.
You're right! This is our first release to test out how far people get and where things still need lots of work. It's not a complete game by any means.
Please, please, please don't make the mistake most unity devs shooting for mobile/desktop apps make. Either use Application.platform to detect if it's a desktop machine and enable UI scroll bars, or give us a setting option. Clicking and 'swiping' through long lists (I'm looking at you, achievements) is not user friendly.
Currently no, once you have all special bonuses, the ingredients do nothing but sit there looking delicious.