Apologies if this has been brought up before, but why do some of the exercises only have a few samples/instruments that you can train on? The compressor games are especially minimal (like two drum kits??) I've bought all the Artist Sounds I can, but it would be really helpful to have more diversity with what we train with. Developers, any info on this?
I think the game has potential but needs improvement...
imo it could be improved by:
1. Reducing the time between dying and respawning,
2. Making the boundary between game states clearer: - Between reloading, give a visual indication via a progress bar of when the laser will be recharged, this avoids the scenario where a user attempts to fire too soon, then waits too long and dies. - Between death and respawn states, give a visual and audible (maybe?) indication of both when the ship *will* respawn, via a progress bar, and *has* respawned, via a brief flashing of the borders of the screen.
These are just my opinions, but I suspect it will lead to the false impression that the controls are clunky or muddy, there's just not visual feedback of what's happening. Most games use audible signifiers for time-dependent affordances by using reload sounds, or a classic respawn grunt, but obviously we don't want that.
On the plus side, I have to say the sound design is on point (unsurprisingly), for what it is, at high volumes, the final seconds of the incoming drone is legitimately creepy as hell and borderline scary.
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Jan 23, 14:55
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