Wow! I really enjoyed Lunar Depot 38. It looks like a lot of effort went into this game, so I'm going to put a lot of effort into this review.
The music and sound effects were very well done, and very fitting for the quirkiness of the game. I really like the little pitch bends in some of the songs. A couple of the tunes reminded me of something you might hear in Splatoon :astonished:
The graphics were lovely, and the facial expressions worked well with the silly dialog. Also, the intro sequence worked really well for setting the tone of the game.
Now for the meat and bones:
The general progression of gameplay started off confusing, and I think this has to do with a lack of guiding the player. For example:
1. What does that bar stand for at the bottom right? And why does it change colors? I'm guessing it's completion percentage of the wave and the color means the painter is distracted, but even after beating the game I'm not 100% sure. I think some simple text on or beside the bar like "Wave 3" or "50% Complete" could clear that up.
2. As a new player seeing only the ship fly around, does that mean I should be going after the ship? It did encourage me to walk around the planet, but it took me a while to realize it was not my target. To add further confusion, when my bullets explode they seem to release something up into the air. I thought maybe I needed to time this right and hit the ship with them. Turns out that's not the case!
3. What can I interact with, and what can't I interact with? I have to be very very close to one of the NPCs in order to interact with them. I almost didn't realize I could interact with the shop because I couldn't while on the ground; I had to jump up before I could interact. Maybe putting a small "Press E to talk" or an animated picture of an "E" key being pressed above the NPCs' heads when you're close to them would be beneficial. In general, I wish I didn't have to be right on top of the NPC to interact.
4. How do I defeat enemies ~completely~? For this game, I think it's confusing for a new player to shoot an enemy and have it stay still; Is it dead? Am I supposed to do something else? I don't think the finishing move (paint) is explained clearly enough to the player, and since money is important for buying upgrades I think the player should have a better understanding of how they can achieve their goal from the start.
In my mind, one of the simplest ways to address some of these issues is with a small tutorial (perhaps the ship drops an enemy and one of the NPCs shows you how to take care of it: Bullet then Paint). Wave 1 is simple enough for the player to try some things out (I was able to pass it without doing anything), but it doesn't inherently guide the player.
Overall, I think this was well done. There's a lot of polish, from graphic and audio assets to difficulty curves and upgrade balances. Lunar Depot 38 suffers from a lack of initial player guidance, but I don't think it's detrimental enough to prevent a player from enjoying the full experience.
Great job. :thumbsup: