First impression: Wohoo!
Last impression: well, good, but enough redshirt pain for now.
Global impression: I can't wait to see it polished and finished! It's gonna be awesome!!!
Okay, now let's refine. I'll try to sort my notes out.
EDIT: should I post mantis "bugs" for these? Even if they are very minor little things?
Interface & controlsItem pickup on left click (fire button) is... not good.
Teleporters' activation too.
Maybe just pickup/activate when walking on it? Or having another button specifically for pickup/activate.
Displaying the map should be on tab by default, IMO. I immediately rebinded it to tab when I saw it on the menu. Also the map is really tiny, but I bet it's because of alpha UI.
As mrhanman said, player's ship's movement feels strangely off. And I can't explain exactly why neither.
The default "blue" ship sounds very slow. I tried the thingy-bomber; this is clearly a bit ahead in terms of speed and it's nice, but the "blue" ship, the dark knight and the paladin (I didn't tested them all; they are at "default" speed) feel a bit slow. Maybe increasing this a notch would be more fun to use. Yeah, I know, there is this afterburn thing, but I never use it in combat. I feel this default speed a very little bit lower than comfortable to avoid shots. But that's the not-bullet-hell player speaking. Also, a "slower than average" ship with more health/shield would be fine, I guess. (Magdalene? Anyone?)
Boss rooms are displayed on the minimap before entering them, but their door is common, and it's easy to enter a boss room without being aware of this in the first place.
While I'm talking of doors: one can stick to a wall with a door then slide toward the door and be "grabbed" by it and change room without pressing the movement button in the direction of that room. (Am I clear? Maybe not.) Anyway: putting each door one floor-cell back inside the wall would avoid this. Don't get me wrong: it's a really minor "problem".
Theme and eye-candy"Coffers" deserve a better animation and an opening sound. This kind of micro-reward make things
feel great, and I think it's important.
Also, when opening a chest and instantly picking its content, the player can't see what he just take. I think it would be good, maybe, if the chest would "slowly" open and reveal what's inside during half a second for the player to see it just before taking it. (The coffer might be an impassable block for the short duration of its opening... I don't know, I'm just wondering.)
After all, a chest is "cosmetic": items could be on the ground and the mechanism wouldn't change. But they are important because they convey a sense of mystery and of reward. Do it right or don't to it. No, wait, do it right; a game without chest is lame.
Invincibility after hit should be displayed. I don't think it is, right now.
Death effect by acceleration is... strange. Maybe because it's faster than the default speed, and/or because it's in straight line. I think it would be ok to not have this death animation. Or maybe something more chaotic; something like spinning before crashing. But again, nothing would be good for me.
Medpack, dollar bills and battery... seriously? This is all you were able to come up with? Look, I know it must be visually recognizable but... We're at the end of the universe and "medpack are for health, bills for money and cells for energy" puts me off. Really. I'm sorry to say that, really; and even more sorry because I know it can't really be fixed because it
needs to be that way, but... So sad... So so very very sad.
What would I suggest? Well. What about something that doesn't tell what it do by how it looks, but with some sort of mouseover text? Something like "Ya see this blue/green/shiny/pulsing/strange crystal/orb/piece/module/thingy? It's power/ammo/magic-repair/wealth/superpowerup, but Y'know, from the future." Yeah, I know, clear-design, affordance, blah-blah. Screw affordance! We're at the end of the universe! How can I accept to suspend my disbelief if you keep throwing cells and bills at me???
I'm sorry to linger on this, but it's really important to me. I hope you won't screw your own game by listening to me, but I had to say it. I feel better, now.
Combat and enemiesMIIIIISERY!
No, seriously, the bosses are way too hard for me. I bet you already know it, but I need to say it. Room's enemies are very good and fun and challenging and varied, and it's great. Even at this low polish level they're good. But bosses are off-chart. IMO, of course.
"jumpscare" ships (the ones that are invincible and immobile while the player didn't get close enough) are... odd. Maybe increasing the awaekning range, or making it awaken the first time it takes shots (on top of close range awakening) may solve this "problem".
What? Shots are blocked by shots? Or only by some enemies' shots? I can't tell. Anyway, it's a pain to kill these fast-firing little ships with a low fire-rate player-ship.
WHAT? Missiles too are blocked by these enemy shots???
Ray lasers should have a pre-fire animation. It's not because they're difficult; it's just because it may feel unfair to be hit by those. With an even very short pre-fire signal, being hit by those would feel much less unfair, I bet. Sort of "you've been warned, you can't complain".
That's not really combat, but...
Little destroyables take too long to destroy IMO. As they are often empty, it's more frustrating to take time to destroy them for nothing. Also, with low fire rate ships (bomber or dark knight, for instance), it's just a pain.
Wait -- always empty? No, some have things inside, and it seems it's hinted by their shape... Strange... And not really fun. How to improve it? Maybe just making them explode with less hits would be just fine.
Also, ut took me some times to realize that some destroyables are meant to be destroyed by missiles. Maybe adding a little "clink" sound with no red flash when they are hit would hint that they are destructible, but not with this poor firepower.
Misc(Y'know, the things I don't know how to sort out)Ow. Empty locked (treasure?) room. T_T
Strange.
The good things(Good things for the end to cheers you up, because you deserve it: it's gona be great!)Yeah! As mrhanman said, "One more run" really works!
Common ennemies are great, for the most. They are very varied and it's awesome. Now I feel all isaac's enemies are the same.
Arts are good! I can't wait to see the game fully polished and music'ed!
Gravity effetcs on shots are great! I hope to see more of them in the future (and on different places, like on enemy ships or so). "backfire turrets" are great too; y'know, the ones that are indestructible and fire when you fire at them. Awesome idea!
I love the shield/health system. It's two level of forgivability. I never saw something like that before, and I think it's a great design idea!
Why not adding a full-shield no-health ship type?
Closing WordsWohoo! Keep it up! It'll be great!