Strike Buster

Strike Buster

View Stats:
MechaTails Sep 10, 2024 @ 3:58pm
Game needs some more personality, but pretty cool
Played it for like half an hour and unlocked some of the relics, skills, etc. Cant equip new guns other than the starters yet it seems, but I like that there are unique guns in there. I unlocked one called Wall of Wind gun or something.

The baseline gameplay is a little boring, but it feels good. It doesn't feel unfair even with zero upgrades. It gets more interesting once you do start upgrading.

I can understand people being frustrated at first because they don't remember which button to hit to switch gun colors (1,2,3). Once I got used to switching between colors without thinking about it, the game was a lot more fun.

Maybe add an easier difficulty mode that only has 2 colors of enemies and less enemy modifiers, for new players to get used to switching between guns and to learn what modifiers the enemies can have. Rhythm games like Call of the Necrodancer do something similar, to let people get used to the game.

I feel like strafing is for cowards lol. I'm not a fan of running away from enemies 99% of the time. I think you should cut down on the amount of enemies that simply keep rushing at you, and add more that force you to reposition/dodge. You can of course still add waves of enemies that rush in, I just don't want them to be 99% of the waves.

Alternately, add more skills/melee attacks that make it possible to hold your ground or encourage flying towards the enemies. I saw some kind of shield ability that lets you hold your position for a little bit, I also saw an offensive Dash ability I think, those are good ideas. Dash into mobs to wreck them, shield to deflect attacks back at attackers, that kind of thing.

The game needs more personality, it looks cool but isn't very memorable. Assault Android Cactus, for example, has fun gameplay at its core, like this one, but the characters also have personalities and interactions that make dialogue fun to read. Maybe it's expensive or difficult to hire translators though.

Also have the usual requests, like more enemy variety, 3-player co-op (1 for each color!), and more space hazards to threaten us and to use against the enemies. Things like giant scary black holes, neutral creatures, space station debris, temporary mech weapons floating in space, etc.

---

[REGARDING ENEMY AND WEAPON COLORS]
I have to agree with what others said about making the colors more meaningful. How about adjusting enemies and weapons so they behave a certain way based on color?:

Purple enemies can tend to be small, fast, and come in swarms. The Purple Chain Lightning Gun is effective because it can hit a lot of them without needing precision. Purple weapons in general can tend to be multi-hit and AOE weapons, like flamethrowers and energy fields that buff/debuff.

Orange enemies can tend to be slower, bigger, and tougher/armored. The Orange weapons also tend to be slower to fire but more powerful, so they can be things like railguns and rockets. Basically, you can fire powerful Orange weapons at Orange enemies and usually the explosions/collateral damage that causes will be enough to kill enemies close to them too.

Cyan enemies can need to be hit in certain spots to hurt them, so precise Cyan weapons are more effective against them. So, Cyan weapons will tend to be fast, accurate weapons to target weak spots on those enemies.

And of course you can use any color weapon against any color enemy, they will naturally have advantages and disadvantages.
Last edited by MechaTails; Sep 10, 2024 @ 7:06pm
< >
Showing 1-1 of 1 comments
LiangMeng1993  [developer] Sep 13, 2024 @ 1:24am 
Thank you for your feedback! The idea of changing enemy behavior based on color is a great suggestion, but unfortunately, the current version is already completed. We'll see if we can improve it in future updates.
< >
Showing 1-1 of 1 comments
Per page: 1530 50