I put lots of my own touches on the game and learned a ton! Check it out and let me know what you think.
Wow, amazing work! I’m working on an update for mine in the last few days, and you’ve incorprated alot of good tocuhes I’ve been offred to do as well. I wonder how did you made the backflip enemys move like that? I especiily loved the text parts in between levels, and the checkpoint system.
in my mind there’s two things you can improve:
the asteroid field felt kinda out of place, you can just shoot your way thorough with very minimal movement, in my game it’s implemented like this: https://youtu.be/eBTv5UwXguc (chicken invaders style)
and whenever the fireRate upgrade was up, the spaceship would stop shooting entirely, and also in random times as well. regarding to fire rate changes I can suggest you my simple method of(in the PlayerController Class):
public void ChangeFireRate(float newFireRate)
{
fireRate = newFireRate;
if(Input.GetKey(KeyCode.Space))
{
CancelInvoke(“Fire”);
InvokeRepeating(“Fire”, 0.000001f, fireRate);
}
}
Thanks for the feedback! Sorry for the late response, I needed a break after finishing this game. To answer your question, about the enemies doing backflips, I used the animator for those movements and changed the rotation for the flipping.
As for the asteroid field, It has gone through a lot of testing, it was much harder, and it was killing everyone who got to it so i tried to make it a bit easier. I honestly had very limited and inconsistent feedback so I will continue to tweak it.
As far as the firing stopping when collecting a powerup, that was the only way I could figure out how to fix the issue of the player ship continuing to fire in the same state, unless the user released space on their own. But I will take a look at your code and see if it would help.