Hi Guntars,
Thank you so much for such detailed review and comments!
You are very welcome
Right now, when you run out of ammo, there is a warning sound and a small animation. But it seems I could make more obvious sign that player has run out of ammo, rockets or immunity!
It wasn’t so much being aware of the fact I had run out of ammo, more of needing to know “what am I supposed to do now” etc… that was the bit that wasn’t overly obvious… should I just crash into an enemy and restart, should I try to get them hit by asteroids, etc etc.
I could make dialogs that they take full width and are in bigger fonts. I was afraid to add more background because of covering enemy ships.
I think maybe the aesthetic design needs to be worked out after you decide whether the player should be able to “play and read” or just “read” etc. e.g. perhaps the player can still move the device and the ship moves side to side, but they can’t shoot, there won’t be any enemies, nor any harmful asteroids (they should still fly around to make it look active, just not collide with the player), this would give the player the opportunity to read the dialog but outside of the action. Alternatively, do you want the player to be trying to read the dialog and trying to play the game. I think the former would be easier on the player, the dialog would then offer an opportunity for the player to rest also which can be important, helps reduce stress levels before starting the next level etc.
Based on your decision here you could then modify the dialog boxes as necessary. For example, if there are no enemy ships when there is dialog, you don’t need to worry about having a background in the dialog boxes which would have previously covered the enemy ship.
Well there is one point about triple laser and ammo that I took in count. I wanted that player has to purchase ammo in Survival mode by using their achieved points, so that they have to keep an eye on it. And even when you have the best ship and a lot of points, you still have to remember to purchase an ammo.
I’ve not spent a lot of time in the survival mode yet, I’m guessing that’s the only mode which gets you to the leaderboard?
I could improve their movements at least with a little delay and some custom direction change.
That would probably be all they need and is pretty much what I had in mind.
Here’s a link to a rather chaotic bit of game play from Xenon 2. If you look closely at the player ship they already have a couple of power-ups, one strapped to each side of the main ship which move at the same time etc… but there is also a “ball” which is moving around behind the player ship and firing.
It is responding to the movements of the player but not at exactly the same time, it gives the feeling that it has a bit of self-control. If you could apply something to your additional helper ships, they would feel perhaps more like “wingmen” which are flying “with” the player, but are not directly controlled by the player. It would also mean that the player can’t move all of them at the exact same time in the exact direction (using them like shields etc)
(fast forward to 34:28 if my link doesn’t take you to the right spot)
Your ship is always in middle when you have other helpers. Only your ship has a bar, that shows status of shield and it is vertical. It reads much better than horizontal. But other ships have only a health bar but not the immunity shield bar, I thought that it would be too much to add them a second one. Maybe I was mistaken.
Depending on how it goes with giving the helper ships a bit of individuality with their movement (above), you could always consider placing them slight further down the screen, making the middle (player) ship in the front position, this would definitely give some additional affordance that they are “wingmen” so to speak.
On the healthbar/immunity bar, you could consider using different colours perhaps also? For example, it may be easier for a player to recognise a green bar as “health”, and if it changes to “red” or maybe even “amber” and then “red”, they know they are in trouble.
With the immunity, I guess I’d be thinking “ok, what makes my ship immune?” The obvious answer to this has to be some form of “shield” for “force field” etc… you could consider having a dotted outline extended out from the ship which perhaps pulsates, and as it is wearing off it pulsates faster. This may give the impression of a “shield” / “force field” which provide the immunity, rather than having to have a vertical bar which, really, is an indicator of when your immunity is going to wear off. Again, just a thought. For example;
But maybe rather than having a perfect circle, have the outline of the shape of the ship, that could look really nice and would give the affordance that you are trying to convey.
And again! Thank you so much for your time!
You are very welcome, and remember, they are only suggestions, you don’t have to agree
Really like what you’ve done with this game, it’s come a very long way since the stock Laser Defender - well done