Bug: I pressed down to teleport, was too slow releasing it and teleported back immediately, and then the whole thing was stuck -- no keys did anything.
I liked the physics and the controls. I loved the way you did the shelves, that they are only solid if you land on their tops. I could have handled them being solid (and painful) if you hit them from the bottom, but only if you gave me more control in the air, somehow. I would really like to have fixed levels (perhaps as an option) where I could learn it and get to farther, more interesting locations. (Upper shelves, up to the model airplane who gives me a lift, etc.) As it is, getting up on to a shelf is mostly luck -- you zoom forward and maybe this jump is lined up right, maybe not. Also, I'd like more upgrades -- top speed, perhaps the ability to get temporary wings for gliding, bigger battery pack, gyroscope (an activatable thing which stops you spinning when you're in a bad spin), etc.
You're sitting on an awesome physics engine and you don't bother to use it? Pendulums don't swing like that (at the same speed through the whole swing). Also, if I let go just after hitting the peak, when I'm starting to come back down, I still jump forward. It's supposed to be a physics game, so actually apply some physics.
Why cats? It's just another balancing game with shapes. Why pretend that they are cats? You didn't even make it mice that they are trying to catch, rather than stars. I mean, if you're going to go with some ridiculous theme, at least try to stick with it.
Too much crap between one game ending and the next starting. No, I don't want to submit; no thanks on showing the ad AGAIN. Just start the stupid game.
So I've freed the first 4 cities; I have fully upgraded Karakkas, which seems to be the best ship available to me; and if I try to approach any other city I get blown out of the water before I even get a turn. What am I missing? It doesn't seem as if there is any way ever to move on.
Great idea but some details are very frustrating.
1. Stop forgetting my tab state. You should have an indicator whether or not I am in 'sticky' mode somewhere on the screen, perhaps in the color/shape/texture of my cannon.
2. I'm a person walking, not riding in a wheeled vehicle. So don't make momentum so persistent, especially downhill. Currently, if I am on a slope and I tap in the down direction just to move a couple of pixels, my guy just keeps walking until he slides off the slope. This happened in the very first level, and I wanted to back up because, from the very top of the sloped platform, you can't shoot the platform you need to jump down to. Which leads to ...
3. He should be able to aim a lot closer to straight down. Really, shooting the ground at your feet is not that hard.
Great points. Some of the decisions we made were to keep the game following the Ludum Dare theme Minimalism. When we revisit the game, there will be changes to the UI and the feel. Thanks for playing and thanks for the advice!
Also, the one bullet fired when you change direction goes off the wrong way. That is, I'm sliding right to hit one guy, which I know I can kill in one hit. I move to the right spot, and I'm already pulling back because I know that shot will take care of it. However, for no reason that shot goes much wider than any other shot before or after it. Don't say it's momentum, I didn't suddenly get faster just before I changed direction.
Also, the levels are too long, and start out too boring. (I'm hoping that if you hear it enough, you'll realize that customers are worth listening to. BTW, I am an expert in software design. When a developer says, "No, all those customers are wrong, and my way is better." that's a sign of a developer who needs a reality check.)
Yes. Momentum is wonky sometimes, but I find it manageable. I think I will look into it in the future though. And about who's way is better: I'm not looking to please everyone. At least not with this game. =)
The levels are too long, and even when I have no hope of beating the level, they start out too boring. I think you might start to think, when you have so many people saying that the levels are too long, that maybe they are right. More loot drops won't help. The problem is that a level starts out too slow and boring, and I sit through a long time of that, then suddenly it's too hard. A level should have just one wave of easy, for warm-up, then drop into the basic difficulty for that level. It might have waves of more and less difficult, but stay within a factor of two of the basic difficulty for that level. That is, the max is twice as hard, and the min is half as hard, so there's no more than a X4 spread for any level.
red and green are the classic colors NOT to choose. Did you know that 10% of all males are red/green colorblind? Anyway, it's cute, but too frustrating that when you hit two keys quickly, it often drops one. Also, board should be bigger, and, after a stage 1 or 2, add an opponent.
Not a bad idea. Thanks