Symphony > General Discussions > Topic Details
Redesignated Dec 4, 2013 @ 2:03am
New player, have a few suggestions…
… that have probably already been mentioned multiple times. Hey, may as well mention them anyways.

  • Improve the song-search system. I read that you guys wanted to do something "different," but as it stands, it's just a pain to find songs. The option to browse by folder (a la Audiosurf), or even a search function, would be immensely useful. I also don't buy into it being too late to change it; games do major overhauls all the time, and there's no reason you guys couldn't with this, while still maintaining the importance of items gained from songs.
  • Make enemy fire easily noticeable. The flashing multicolored dot that some ships fire is clear enough, in most cases, but then there's things like the ring that the manta ray enemies can fire, or the red shots from some of the bosses (and enemies, on higher difficulties), or the beam-o'-death that the rectangular enemy can shoot — those are all rather hard to see, especially on red intensity. It would be nice if their color changed to be opposite whatever the background is, instead of just becoming borderlne undetectable, because they just feel like cheap ways to kill the player at the moment.
  • Give Invincibility a visible timer. Whenever a game gives you an invulnerability power-up, it either drops a timer over you, or makes you flash a second or two before it's about to wear off, or something else to similar effect. That is a good thing. I'm kind of more focused on going around and shooting things, than having to mentally count to five/eight/ten. Respawning already makes your ship flash while it's invincible, so I don't get why the same effect hasn't been added to the tail end of the power-up.
  • Make the bomb item remove bullets in its blast radius. It's cool that it destroys enemy ships, but when the explosion is so apparent that it can hide enemy shots, it's a little bit less useful than one would hope for, especially since the invincibility powerup just lets you ram face-first into things for the same result, but over a longer period. Bombs in other shmups get rid of enemies and their projectiles for a reason!
  • Keyboard controls. I might be in the minority here, but I enjoy playing my shmups with a keyboard every now and again, and I can't seem to find an option for it.
  • Related to the above, the option to remap controls.
  • Graphical options to tone down the flashiness. On some songs, all the notes and such that go flying out of defeated enemies can look neat, but on more energetic ones, they end up just obscuring the field, the item drops, and incoming enemy fire. That's not even getting into how it can make the game lag, either.
  • Possibly make chain duration related to the interval between chain+ item drops? If the game already does this, it does it kinda unpredictably.

Aaaaaand that's everything I can think of for the time being. Feedback, name-calling, insults, etc. welcome.
Last edited by Redesignated; Jan 4 @ 5:39am
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Redesignated Jan 4 @ 5:51am 
Since this didn't get any responses, have a bump post with more suggestions.

  • Rework some of the bosses. I get that a well-designed ship can shoot in multiple directions than just forward (and really, some of the complaints against the bosses stem from the fact that people don't understand you need to utilize the weapon rotation system), but it gets a wee bit annoying when a boss is vulnerable for all of 0.5 seconds, shoots a flurry of hard-to-see projectiles at you every 0.75 seconds, and swings around the screen like a broken clock, with a collision box the size of Quebec.
  • Add the ability to reroll weapon drops. I have like 70 subwoofers that I am literally never going to unlock, ever. It would be nice if we had the ability to reroll weapons we unlock to possibly get things that are more useful coughdoublecannonfuriacough, since some of us have a smaller collection of music to work with.
  • Make the staff laser-shooting enemies give a tell before they fire. It seems like they just shoot it at random, which means trying to navigate around the four miniature versions that fall from the top of the screen is playing Russian roulette. I lost track of how many times I had no choice but to go past them, only to have a treble staff hit me in the face.
  • The option to display songs either by how you have them named, or by their metadata. Sometimes I save songs with foreign-language titles using the Romanization or translation of those titles, but the game still uses the metadata that was, more often than not, written in the original language, or wasn't even provided to the extent that you could find it using the metadata alone. I've come across multiple tracks just labeled "1," for example.
  • The ability to disable story progression. While I appreciate the attempt to include a plot in the game, it's incredibly bare-bones and mostly serves as a distraction from playing the game; the way demons appear and interrupt you actually playing can be a big detraction.
Last edited by Redesignated; Jan 4 @ 5:57am
Empty Clip Studios  [developer] Jan 7 @ 5:47am 
Hello Redesignated,

Thank you for your thoughtful feedback. We are in the process of mapping out our schedule for 2014 for Symphony and are currently working on backend ("invisible to end-users") updates in January. We have very limited bandwidth for new features, but some of your comments should be relatively simple to implement and make a lot of sense. (e.g. disabling story progression)

In general, I would say to expect to see a few of these in the upcoming patches in the coming months, but I don't have a clear timeline or list of what will be included just yet.

Thanks again!

Francois


Redesignated Jan 7 @ 5:10pm 
Oh hi! It sounds like you guys are still actively working on Symphony, if you're mapping out a whole year of planning, which is pretty awesome.

If you don't mind me asking, what do you mean when you say you have limited bandwidth for new features? I'm not super familiar with how having a game on Steam works, or if it's due to something else.

Also I'm glad some of my ramblings are actually good enough ideas to get in, lol. The game has a lot of potential, and realizes a big amount of it, but I really want to see it get even better.

Thanks for taking the time to read through all my blather, haha.
Last edited by Redesignated; Jan 7 @ 5:11pm
Valefor Jan 7 @ 9:46pm 
@OP: Nice suggestions. A lot of the things you mentioned were on my mind as well. Rerolling weapons sounds especially nice. I have a fair bit of Inspiration saved up that I'd be happy to throw around if it meant a chance at a rare weapon.

@Empty Clip Studios: It's great to hear that there will be some updates in the future. Thanks for all your hard work on Symphony!
Redslash Jan 9 @ 9:58pm 
Throw in my 2 cents:
1. Seperate adjustable volumes for sound effects and music.
2. Visualization mode, no enemies or player. A few other games do this and it is an awesome way to relax and take a break between boss attempts or hard levels.
Empty Clip Studios  [developer] Jan 10 @ 1:13pm 
Hi Redslash,

Thank you for your feedback. On the volume controls, it is possible to control both, however our approach is a bit different. Use the master volume to set the music as you like, then use the "Volume Balance" setting to calibrate how sound effects are versus the music.

Francois
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