Did a few more runs, this time using Archer, SHMUP control scheme, hard difficulty. I really like this ship, no shields definitely changes gameplay for player to actually look at enemy attacks instead of flailing around at random hah(i honestly don't like shield mechanic), managed to get to floor 4 before being confused(to death) by Labyrinth.
Speaking of Labyrinth, how do you deal damage to him? Noted that normal attacks didn't decreased his hp bar at all.
Haven't had wallstuck situations so looks like it has been fixed.
Now of other things that i noted during runs, in random order(Including some BUGS):
-Afterburner still not very usable.
-Why there are rooms that /require/ missiles for player to progress, i've found one that required as much as /6/ missiles, does player has to suicide if he has not enough?
-[CHEESE/BUG]Bosses in rooms that have 4 sub-walls can be heavily cheesed by using walls as cover, MMS-style.
What about making some kind of forcefield that repels shots if player isn't in "inside" area? And maybe doesn't lets player get out of it either until boss is destroyed.
-[BUG]Battleswarm's second phase made game slowdown on my end.
-[BUG]Orbiting Ally Option pickup is just weird. For one info says its temporary but it for sure stayed forever. For second sometimes it locks onto weird things, like random white puffs of smoke and floating mine remains.
-[BUG?]Also apparently swapping ally pickup for something else drops it as an enemy which is required to be destroyed to clear the room? It even makes "Room clear" sound again if room was already cleared.
-[BUG?]There were a couple of times where enemies with "heavy" attacks, like Infiniform spawned very close to entrance door.
-Also it could be a good idea to add visual cue to when enemies are invulnerable.
-[BUG]Player seems to take no damage from mines after room is cleared.
-[BUG?]Sometimes item spots and "chests" seem to spawn nothing.
-Medical emergency pickup might be waaay too punishing, especially as it does damage on cleared rooms too, at least if in final version pickup names will be hidden?
-Speaking of pickups, it could be good idea to have some indication on map on whats left in the rooms, ala Binding of Isaac.
Were definitely fun runs
, looking forward to playing more Archer in future!
EDIT: Finally made mantis account and dumped all those as well as some in previous threads in there, was first time on mantis so i hope i haven't created any duplicates.
EDIT MK2: A few more runs have been done, a few more bugs have been noted!
-[BUG] When on teleport pad, ship's main weapons fire from the middle of the sprite.
-[BUG] When boss phase changes, bullets that are way offscreen apparently don't get cancelled(Happened with Mirror's first phase bullets "returning" during phase 2)
-[Weird] In certain room i got hit /instantly/ by something upon entrering the room but couldn't figure what it was, will attach screenshot to mantis report
-[BUG] Fat projectiles like Viper Strike eat energy but not fire if player is right near wall.
-[BUG] If Arc enemy breaks something with his projectile, sound of breaking is /very/ loud.