I played on stream, _(VOD: https://www.twitch.tv/videos/164456874)_ so you were able to watch a lot of thoughts live as I played. However I _**promised**_ I would come back to rate and give feedback. Any questions/comments use [@timbeaudet on twitter](https://www.twitter.com/timbeaudet). And **finally** a link to _my_ game if you wanted to check it out: https://ldjam.com/events/ludum-dare/39/edrive
Feedback:
Right off the bat the initial feeling was that the cutscene typing was far too slow. Good likely for debugging/checking but really slow to watch after, and I feel I have a slower than normal reading pace. Usually things disappear before I read it, which is also quite annoying - perhaps more so than too slow. The Main menu is interesting, but doesn't bring me very deep into the feel of the game, just some text for title, simple menu and tutorial in the left. I do like when games show 72 or 48hrs. I think the tutorial was a bit odd, but that is always hit and miss. The best experiences don't need a tutorial. But then when they don't exist and it isn't clear what to do, that is worse so good middle ground, but if the controls can be *super obvious* or taught in first moments of play, that is best. Though the black is nice minimalistic effect.
The credits felt a little weird where everyone was founding member, and the text sort of ran on a bit. Then I jumped into the game and wasn't sure if I had unlimited ammo at first, quickly learned I did, and just started killing the little mice? that came at me. I saw the spawners fairly quickly - play arena wasn't TOO large to make that difficult but it had seemed that it would be a "survive as long as possible" game. But then I couldn't find the score and finally figured out that the spawn location was able to die - luckily it flashed when I was shooting it so I did keep at it, but nearly gave up before it exploded.
The glow of some of the graphics, the energy, enemies and projectiles was quite nice. and the arena very simplistic. I was super happy to have infinite ammo. The energy/power didn't really seem to be running out terribly much, so it wasn't too hard to stay alive, once I figured things out. It also appeared that the game got easier and easier as time went on as spawn points were closed.
Maybe a different approach would be to have waves, make the spawn points easier to close/kill but when the first wave of spawn points were killed open new ones at different locations and more numbers. Just a **random** thought, maybe it is _bad_.
It was neat to have a boss, and he had different abilities which was neat. I didn't seem to have too much challenge in beating him, but was neat to have the change in pace. That said when I beat it, it said I won the level, and I guess there was supposed to be another level, but it was a little anti-climatic / not rewarding to have just been finished and tossed to main menu. That said, it is a weekend game effort, so not everything gets done.
Good entry!