Final Fraxy(name not decided yet)
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Re: Final Fraxy(name not decided yet)
Played it a couple of times, there's a replay of the second run, though would have done good on the first run but a few issues pretty much making it near impossible to do good on the first run(read below): http://www.mediafire.com/?3a3gpsp926fj5rb" onclick="window.open(this.href);return false; .
The major issue i see - lack of worthwhile, at least from what i see, the only points that are gotten are fixed value points and some stage end bonuses, it needs at least some sort of gimmick to make score play more interesting, i suppose, try thinking up something if possible.
Speaking about scoring, do you have a replay on the "developer's high score"?
I am quite interested to see how you got that much, unless i am missing something obvious, i am quite certain that few drones i missed can't be enough to get that much score, could be wrong though.
Now for the stage part, so far, so good, though there are a few issues and suggestions too.
Firstly, i feel like pauses between some of the drones are somewhat too long, though this one may be opinionated, i am just used to the fast paced STG's recently.
Secondly, many drones have way too much health unless you have full bar, like pair of butterfly drones near the start of stage 2, or pair of heavy ships in the middle of second half of it, and a number of smaller drones, though later depends on player ship.
Thirdly, these ships coming from the behind, really need much more warning period and/or slower speed, they are definitely unusual instadeath case.
For the boss/midboss parts, i would mainly suggest making them shorter, even first stage midboss and boss starts feeling too long at times, though that depends on total number of stages you are planning, i suppose.
First boss phase 2 starting attack and second boss's lasers should really have some more warning to it, i suppose, there's really no indication where you need to be on these attacks, and they start too fast to get to the safe zone (case of my deaths in the first run, along with the drone from behind mentioned above).
Projectiles on one of the first boss's and one of the second boss's attacks strangely disappear, is this intended behavior?
Second stage boss's first phase seems to be harder that the other two phases, again, not sure if intended or not considering first boss uses quite opposite behavior.
I am not master on the difficulty balance part, but the attack combination with moving lasers and small parallel projectiles might be needed to be toned down, ramming attack needs to be buffed up(it feels out of place at the moment), and the attack with options out of corners and possibly the options from the top one too needs to be removed or reduced safespots.
The last form's sprite seems to be flying too high on the screen, is this intended?
Now for the graphical part, my suggestion would be making enemies different colors, possibly same for projectiles, since having same in single color is kinda weird.
Player sprite definitely feels out of place with other sprites, i would suggest picking sprites in same style as player for everything, or picking sprite for player in same style as everything.
Stage one's background is somewhat 'too busy', may be just me though.
There's a case of the drawing error on the third butterfly drone's sprite in the stage two, i would suggest fixing that.
Now for the player ships, i have not played them mostly only for first stage first half, with exception of the Cyan Wing which was used in the main run, many of the ships have some of the attacks weirdly underpowered:
Cyan Wing's alternate wide fire seems to do incredibly low damage, not even enough to kill popcorn drones in one hit, and considering that alternate's aimed fire can be used as wide fire, wide fire feels somewhat useless other than reaching enemies 'to the side'.
Blue Rampage's normal wide fire seems to be highly underpowered compared to everything else, unless all options are in nearly same spot.
Green Striker's both normal wide fire and alternate wide fire is, uh, seems to be really not that useful unless going close to the enemy, in which case concentrated fire is usually more useful (quick wholescreen appearing drones in the stage one is the sole exception where it is useful).
I would suggest adding normal, non-full bar bombs and reducing amount of starting lives too.
For sounds, would suggest adding different sounds for different player ships, since in your case they are not quite same, and some major enemy attacks would be nice to have some sounds too.
For music, yeah, menu music is 'eh', but Zaximillian already got that covered i see, other than that would suggest adding more of music that is not borrowed from something else, if possible.
I think that's all suggestions for now, unless i forgot to add something, in which case i may edit this later.
The major issue i see - lack of worthwhile, at least from what i see, the only points that are gotten are fixed value points and some stage end bonuses, it needs at least some sort of gimmick to make score play more interesting, i suppose, try thinking up something if possible.
Speaking about scoring, do you have a replay on the "developer's high score"?
I am quite interested to see how you got that much, unless i am missing something obvious, i am quite certain that few drones i missed can't be enough to get that much score, could be wrong though.
Now for the stage part, so far, so good, though there are a few issues and suggestions too.
Firstly, i feel like pauses between some of the drones are somewhat too long, though this one may be opinionated, i am just used to the fast paced STG's recently.
Secondly, many drones have way too much health unless you have full bar, like pair of butterfly drones near the start of stage 2, or pair of heavy ships in the middle of second half of it, and a number of smaller drones, though later depends on player ship.
Thirdly, these ships coming from the behind, really need much more warning period and/or slower speed, they are definitely unusual instadeath case.
For the boss/midboss parts, i would mainly suggest making them shorter, even first stage midboss and boss starts feeling too long at times, though that depends on total number of stages you are planning, i suppose.
First boss phase 2 starting attack and second boss's lasers should really have some more warning to it, i suppose, there's really no indication where you need to be on these attacks, and they start too fast to get to the safe zone (case of my deaths in the first run, along with the drone from behind mentioned above).
Projectiles on one of the first boss's and one of the second boss's attacks strangely disappear, is this intended behavior?
Second stage boss's first phase seems to be harder that the other two phases, again, not sure if intended or not considering first boss uses quite opposite behavior.
I am not master on the difficulty balance part, but the attack combination with moving lasers and small parallel projectiles might be needed to be toned down, ramming attack needs to be buffed up(it feels out of place at the moment), and the attack with options out of corners and possibly the options from the top one too needs to be removed or reduced safespots.
The last form's sprite seems to be flying too high on the screen, is this intended?
Now for the graphical part, my suggestion would be making enemies different colors, possibly same for projectiles, since having same in single color is kinda weird.
Player sprite definitely feels out of place with other sprites, i would suggest picking sprites in same style as player for everything, or picking sprite for player in same style as everything.
Stage one's background is somewhat 'too busy', may be just me though.
There's a case of the drawing error on the third butterfly drone's sprite in the stage two, i would suggest fixing that.
Now for the player ships, i have not played them mostly only for first stage first half, with exception of the Cyan Wing which was used in the main run, many of the ships have some of the attacks weirdly underpowered:
Cyan Wing's alternate wide fire seems to do incredibly low damage, not even enough to kill popcorn drones in one hit, and considering that alternate's aimed fire can be used as wide fire, wide fire feels somewhat useless other than reaching enemies 'to the side'.
Blue Rampage's normal wide fire seems to be highly underpowered compared to everything else, unless all options are in nearly same spot.
Green Striker's both normal wide fire and alternate wide fire is, uh, seems to be really not that useful unless going close to the enemy, in which case concentrated fire is usually more useful (quick wholescreen appearing drones in the stage one is the sole exception where it is useful).
I would suggest adding normal, non-full bar bombs and reducing amount of starting lives too.
For sounds, would suggest adding different sounds for different player ships, since in your case they are not quite same, and some major enemy attacks would be nice to have some sounds too.
For music, yeah, menu music is 'eh', but Zaximillian already got that covered i see, other than that would suggest adding more of music that is not borrowed from something else, if possible.
I think that's all suggestions for now, unless i forgot to add something, in which case i may edit this later.
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- Halico
- Fraxy God
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Re: Final Fraxy(name not decided yet)
Will watch later.Played it a couple of times, there's a replay of the second run, though would have done good on the first run but a few issues pretty much making it near impossible to do good on the first run(read below): http://www.mediafire.com/?3a3gpsp926fj5rb" onclick="window.open(this.href);return false; .
I was thinking of that, but none actually works balanced in the code.The major issue i see - lack of worthwhile, at least from what i see, the only points that are gotten are fixed value points and some stage end bonuses, it needs at least some sort of gimmick to make score play more interesting, i suppose, try thinking up something if possible.
.Speaking about scoring, do you have a replay on the "developer's high score"?
I am quite interested to see how you got that much, unless i am missing something obvious, i am quite certain that few drones i missed can't be enough to get that much score, could be wrong though
I have no replays on it, though main reason is because it's tool-assisted perfect run.
Where is long pause? because there's no pauses if you actually do a pacifist run.Now for the stage part, so far, so good, though there are a few issues and suggestions too.
Firstly, i feel like pauses between some of the drones are somewhat too long, though this one may be opinionated, i am just used to the fast paced STG's recently.
You know you're not really supposed to kill everything, it's plainly just a bonus if you save the bar to full.Secondly, many drones have way too much health unless you have full bar, like pair of butterfly drones near the start of stage 2, or pair of heavy ships in the middle of second half of it, and a number of smaller drones, though later depends on player ship.
I could disable their hitbox when entering screen if you want.Thirdly, these ships coming from the behind, really need much more warning period and/or slower speed, they are definitely unusual instadeath case.
I'm planning to have 16 different stages, with 8 of them can be played in a single run, though, for me they aren't really long.For the boss/midboss parts, i would mainly suggest making them shorter, even first stage midboss and boss starts feeling too long at times, though that depends on total number of stages you are planning, i suppose.
Funny how no one complained about first boss phase 2's first attack, mainly because they're right under the boss already.First boss phase 2 starting attack and second boss's lasers should really have some more warning to it, i suppose, there's really no indication where you need to be on these attacks, and they start too fast to get to the safe zone (case of my deaths in the first run, along with the drone from behind mentioned above).
Second boss' lasers caused many frustrations, and I think I slowed them down, will slow them down more if needed.
Both intended.Projectiles on one of the first boss's and one of the second boss's attacks strangely disappear, is this intended behavior?
Funny how last 2 phases killed me more than first phase, so I guess it's intended.Second stage boss's first phase seems to be harder that the other two phases, again, not sure if intended or not considering first boss uses quite opposite behavior.
It never killed me ; So I guess it's just that I got used to the attack, but I do not know how it will be toned down since it's really at minimum projectiles(or those guns in the arms would be obsolete)I am not master on the difficulty balance part, but the attack combination with moving lasers and small parallel projectiles might be needed to be toned down
Funny that attack used to catch EVERY SINGLE PLAYER so I toned it down.ramming attack needs to be buffed up(it feels out of place at the moment)
I really should make them harder now.and the attack with options out of corners and possibly the options from the top one too needs to be removed or reduced safespots.
Some player managed to move circles around the ship, removing nearly all difficulty there are, so it's intended.The last form's sprite seems to be flying too high on the screen, is this intended?
I would but I'm really bad at pixel art.Now for the graphical part, my suggestion would be making enemies different colors, possibly same for projectiles, since having same in single color is kinda weird.
Another pixel artist did it, so I'll have to ask.Player sprite definitely feels out of place with other sprites, i would suggest picking sprites in same style as player for everything, or picking sprite for player in same style as everything.
You should be glad that all the ships look different.
Just you, since first stage background is actually player escaping destruction, would add explosions but then it'll be even busier.Stage one's background is somewhat 'too busy', may be just me though.
Will do, but then it will make the pause longer.There's a case of the drawing error on the third butterfly drone's sprite in the stage two, i would suggest fixing that.
I only tested damage on a dummy that doesn't move, so that could be why.Now for the player ships, i have not played them mostly only for first stage first half, with exception of the Cyan Wing which was used in the main run, many of the ships have some of the attacks weirdly underpowered:
Depends, since it was even more useful than focus fire for me.Cyan Wing's alternate wide fire seems to do incredibly low damage, not even enough to kill popcorn drones in one hit, and considering that alternate's aimed fire can be used as wide fire, wide fire feels somewhat useless other than reaching enemies 'to the side'.
I just buffed it a lot for this update, but I'm making it more damage chainable (as in right now it fires all 5 blasters at same time, I will change it to make the options fire when the ship or other options' blasters are in cooldown).Blue Rampage's normal wide fire seems to be highly underpowered compared to everything else, unless all options are in nearly same spot.
Normal widefire is actually a coverage weapon, so lack of damage is usual (fact:it deals most damage per second on all normal fires if all shots hit).Green Striker's both normal wide fire and alternate wide fire is, uh, seems to be really not that useful unless going close to the enemy, in which case concentrated fire is usually more useful (quick wholescreen appearing drones in the stage one is the sole exception where it is useful).
Hypermode widefire is used for when there's many light drones appearing.
Bombs? maybe.I would suggest adding normal, non-full bar bombs and reducing amount of starting lives too.
The starting lives isn't really too many, because the extend table, you get a extend at 15000 score, then the next one is around the double of that, so at the end of the game you only have 6~7 earned extends.
Not planning.For sounds, would suggest adding different sounds for different player ships, since in your case they are not quite same, and some major enemy attacks would be nice to have some sounds too.
Only reason menu music is there because it's not copyrighted.For music, yeah, menu music is 'eh', but Zaximillian already got that covered i see, other than that would suggest adding more of music that is not borrowed from something else, if possible.
And other musics I would just ask zax all the way.
Make a new post instead.I think that's all suggestions for now, unless i forgot to add something, in which case i may edit this later.
Whee.
- Scionox
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Re: Final Fraxy(name not decided yet)
Was known as: <Insert huge list of nicknames i wont ever use again>
Ancient creation list: http://www.fraxyhq.com/forums/viewtopic.php?f=7&t=1526" onclick="window.open(this.href);return false;
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Rawr.
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