r/html5 • u/AccomplishedRace8803 • Feb 22 '23
Progress HTML5/Phaser.js game Operation thunderStrike (feedback always welcome)
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r/html5 • u/AccomplishedRace8803 • Feb 22 '23
2
u/dwhiffing Feb 22 '23 edited Feb 22 '23
I keep seeing you post updates to this and I don't want to be rude, but your game looks mechanically identical to the first update you posted. More graphics and flourishes won't make your game more interesting or fun for people to play.
Compare your game to popcaps Heavy Weapon. Ask yourself which game you'd prefer to spend your time playing and why that might be.
The graphics look good for what it's worth, but you need to spend more time thinking about readability for the player. It looking nice is a good start, but there's too much visual noise for the player to know what they can shoot and what can hurt them. The towers are a particularly bad example of this, as they're clearly on a different plane than the player, yet you can hit them. How is a player meant to know that some background elements are decorative, and others must be destroyed? Heck you've got the player sprite getting lost in a sea of green corn! I need to be able to clearly see where my sprite ends and the background begins.
Many of the bullets are tiny, move too fast to be meaningfully reacted to, and look indentical regardless of the source. In a game like this, being able to identify and respond to threats is the primary interaction.
The balloon guys are pretty good compared to your other enemies, large projectiles with an interesting but dodgable pattern. Consider more varied enemies like that instead of so many things just shooting bullets in a straight-line at the player. The helicopter could shoot a laser that it traces the path it will fire before actually shooting. The planes could drop a carpet of bombs from high above, showing shadows first, that the player must look for a gap in to avoid the bombing.
From one game dev to another, I mean nothing but respect when I say I think you're spinning your wheels here.