@batisdark Thanks ! regarding the flash issue, i'll definitely try to improve that / allow the player to deactivate this stuff. Glad you've enjoyed having some powerups hope it helped in your battle !
@kauesilva Thanks ! Yeh crabs are nasty and can be a pain in the ass... better to avoid them ... But there are some moves to avoid them :) I'm very proud you noticed the rarity of these kind of games, even if that's a subtile detail ;) I told myself "OK THATS ENOUGH INNOVATION WITH THAT" ahaha
@henk Thanks! however the only random function should be in "decorative" ways, it should not imply enemy position/moves; very interesting remark, for this kind of shmup I also really like it repeatable. Especially to make it long, and test it to be beatable, a something I like to do is to write something to log players moves and replay it in a "demo" mode (which i of course didn't implement there) Also yes it would need some SFX for important stuff to give some feedback/ambiance.
@yt-ty Thanks ! I wish I could invest more time into Music but at least I had a lot of fun. Doing this is some relaxing part during gamejam I'm glad people enjoyed it even if i clearly put more into quantity than quality in this one ! (I choose to use everything recorded / "planned" along levels/screens even if the game itself is not complete... let's call this a choice. Around 10 minutes total of music, i never done that for compo before XD)
@floppynub Thanks ! Indeed sequels are awesome, it allows to give some universe/concepts/characters deeper without refactoring the first opus, and feel almost like AAA publishers XD
@pkenney Thanksss ! I think I've been accustomed to this kind of difficulty after hours of repetition... In most cases I never reach the end, that's why some games are still haunting me :) Often the secret is that patterns should not be random (for what I appreciate in the genre) and have to be learned, and also in the gradius fashhion you have lives but they are useless because once no more weapon you're usually forced to die without going any further and start again from start in most cases. Very punitive maybe I've been frustrated a little bit too much and shouldn't reproduce, that is in most cases much irritating people than anything else... The difficulty should definitely have another approach than what I usually do instinctively ;) About what killed you there... well there are some shooting enemies just below but these blue bullets are too small and with too little contrast :( I should have kept design tight, with more consistency and contrast in term of colors.
@bentglasstube Thanks ! yeh definitely some things lack of contrast I'll try to improve that ! Glad you reached there !
@bob152 yeh sorry I'm reproducing the cycle of abuse I've been victim playing too much Konami Cage and NeoGeo Games XD Also Bitmap brothers can be blamed.
@olddog Thanks sorry for making things too hard since begining once again :) All this is that's very motivating, thanks a lot. I'm baking a post jam version with fixes & more content, taking into account all these feedbacks.
I'm used to do EVERY FUCKING TIME that mistake of starting too hard without even having time to create some difficulty curve and resulting with everything throwed up in first levels and empty/unfinished last levels, totally lacking of content and with broken features ! The correct thing would be to abuse every feature implemented, one after the other to graduate the curve, mixing features slowly not creating frustration throwing all at once. Easy to say but still hard to do in my case :)
Thanks for all these kind words everyone ! <3