Ooooooooooookay. There's ALOT to respond to here: This is likely to be a long response from me. If you want to post the reply on SA, just so they can hear a bit of my/our thoughts on this, feel free to do so. Or dont, whatever.
Please everyone, keep in mind when reading this that I'm obviously not Chris; I have some ideas as to some things he might say in response to some things, but I cant quite speak for him. And I'm not the one that runs the show. I can fix some things on my own... but only some. My realm of expertise is VERY specific. My whole thing is to give the game it's bullet-hell nature. Enemies that DONT do this, probably werent designed by me (I cant make them NOT that way yet also still INTERESTING, it's just not in my design style to do that). When it comes to bullet-hell stuff, I'm very definitely an expert. Been doing these for years, and have gone far enough to do things such as beat Mushihime-sama on Ultra (after 10 squillion years of practice). Yes, I know this sounds like I"m blowing my own horn here; it's just an explanation, though, on the level that I'm coming from. However, my knowledge in OTHER things is sometimes the direct opposite. I cant do item design worth a crap, for instance. I can help BALANCE them in some situations, maybe... but I cant come up with them, or determine what pools they should be in. There are a couple of the Incredibilities that are my idea, and that's about it, and even then it took me forever to come up with those. Same with room designs or other things. So, one way or another, I can only answer so much on aspects like those.
So, keep that all in mind as I go about this...
Also this will not necessarily be in any proper order. I'm going to respond to things as the responses occur to me. I'm not the organized type.
While the bullet color thing is a point, I actually really like the rainbow nightmare thing Starward Rogue has going on now. I'm able to quickly parse what bullets are doing what, and what bullets are coming from what. The shape and behavior of my own bullets are unique enough that I can tell they're mine, even if there's some other similar colors out there. ...On the other hand, the white chassis starting energy weapon that does the scatter bounce shot explosion is a definite exception to that and probably a problem.
There are two reasons why bullets become the different colors that they are. The first, and my preferred reason for things of this nature, is that it denotes the different "layers" that make up a pattern. This is important, I think, and some games become alot harder JUST because they do not do this. Let me show you something here:
https://www.youtube.com/watch?v=vuOQBL1T2o8Skip to 1:47 in that video, and watch that very first attack. A tad confusing, isnt it? The attack is actually made of three seperate layers; one of which is easy-ish to see over the other two, which is the round shots. The other is the small forward shots, and the other is the backwards small shots. These layers combine to form that hideous mess, and in addition to that, the pattern has no randomness to it; that is an AIMED attack. But when you encounter this guy for the first time... good luck mentally grasping all of that. All of the bullets are the same exact color, and you cant see the different parts that make up the pattern until you've spent enough time staring at it. As much as I like Mushihime, this is an issue with it's design that has always bothered me. As opposed to something like Ketsui, which uses a combination of red and blue bullets for most of it's attacks. You are able to spot the different layers of a pattern and how they're moving in relation to one another, and this helps you to process what's going on. Less of the "need to stare at it", and more of the "start off by actually dodging it". I use different colors in boss patterns to denote different layers of their attacks.
But the second reason is a bit more iffy. One way or another, this game needs to sell as best it can. And unfortunately, part of that is the visual appeal. These blasted things need to look flashy, colorful. Particularly thanks to games like Touhou, this is what shmup fans, particularly on PC, have come to expect. If this werent done, it would be very "drab" and "boring" to many. Yes, from a mechanical standpoint, this is derpy. I know this, and alot of hardcore bullet-hell fans probably also know this. But there's no choice here. It HAS to be done. So various enemies/bosses/whatever use a variety of colors.
But in addition, many of those colors were chosen BEFORE backgrounds were applied. I agree on the whole bit about some of the more "glaring" backgrounds getting in the way. In some cases (boss rooms, which I can control) I might take out the "windows" that are part of the background, leaving just the dark floor. The reason I have not done this yet is, again, the "visual appeal" aspect. I actually need to ask Chris on this one before I do it, I think, as I'm sure he knows that that aspect is important as well. I dont LIKE that aspect being important, as I know full bloody well how it can interfere with the ability to see what's going on, but for what this game is, it has to be there. It's unavoidable.... and mostly out of my control.
Now that being said, certain small things I CAN change. The bit about the glare during the fight with the first of Terminus's two guardians is a definite issue.... and one I'm probably going to do away with by simply removing all windows from the room. It's the final boss of the game, it's made to be very difficult; it's not a normal room that needs to look constantly pretty because those are like 95% of the game. This only hadnt been done because I've been too swamped with other issues. But I'll look into doing that today, I think, now that I've been reminded of it. Though, I think the BEST solution is to do something about those backgrounds that create the glare. I'll talk to Chris about this when I can.
But after thinking about this SA feedback for a bit, it kinda seems like they're approaching Starward Rogue as someone for whom The Binding of Isaac was the be all end all. Whereas I remember the complaints I posted about The Binding of Isaac at the start of all this and just realized that Starward Rogue answers all of them. Starward Rogue is basically the game I wanted after bouncing off Isaac so badly, which explains a lot of why I'm really enjoying it. It might be a shame that Starward Rogue is this late to the party, because I think it has a much broader appeal than the icons of this rough genre/style of game, and there might be a lot of potential buyers who've just given up on the whole thing after bouncing off all that came before (along with being inundated with the glut of games in general).
What really clued me in to this is the complaint about shields and their general mutterings about the formula in general. Shields serve a core and needed role in Starward Rogue, in that sometimes the RNG turns a room against someone where, unless or even if they're Misery, they're going to have to burn some shields to get through relatively unscathed. Your shields are one of your expendable resources and tools you need to be proactive with, and I can see this just playing on 'normal' difficulty. So shields are a big part of what makes Starward Rogue challenging and tricky rather than punishing and unfair when you hit a randomly hard room, and so it seems to me that complaints about them being added in probably means they just don't understand Starward Rogue (or prefer a punishing, incredibly niche experience).
I agree with this completely. Not just about the Isaac aspect, but even moreso about how people look at it as a bullet-hell game.
One way or another, this is NOT a pure bullet-hell game. It just isnt. This is not a scrolling shmup, straightforward, going in a line with a boss at the end, very linear. This is, essentially, Arcen's overall take on the genre that is currently led by Isaac. A game like this does NOT work without a health bar or something similar. It just doesnt. Dont get me wrong: When it comes to shmups, normally, I avoid health bars like the plague. Either the player goes down in a single hit, or I probably wont play it. But again, this isnt a pure shmup, and it's not meant to be.
And part of that is the fact that this game is NOT meant to be JUST for shmup fans. This is meant to be for many possible types of players, in the same way that Isaac and it's brethren are. A game with something for everyone. Most people cant do the hyper-precision dodging. They just cant. And we are all aware of this. This is why the genre uses health bars to begin with. Even I would not for a moment even consider suggesting that the game NOT use this.
Hell, ALOT of players get completely stuck, unable even to defeat the Warden for the longest time. The game's challenge is already high enough; the HP and shields provide a very needed buffer that allows them to play and ENJOY the game without the frustration that typically goes along with the shmup genre, and which is also often what puts people OFF of that genre.
The shields though are a little bit of a different beast. They exist for one reason beyond just the "frustration" thing: They exist to provide a buffer against the inherant problems that inevitably result from using alot of RNG in a game like this.
I think, for those of us that play this, we've all had those moments where you enter a room, and something "cheap" happens. You take what is essentially an unavoidable hit, from an enemy that does NOT fit the design of the room. This, too, cannot be avoided, as mechanics issues go. The game chooses enemies at random based on their category, and enemies are not individually assigned to rooms; instead, the categories are. Any given spawning point for an enemy will be linked to exactly one specific category, which contains all sorts of different enemies. Inevitably, this leads to the occaisional enemy appearing in a spot that is very wrong for them. The shield provides a bit of a buffer against this issue; you dont just instantly take permanent damage from such a thing. But also, again, it's meant to help those that just arent used to the "pure shmup" ideas. So it's both of those things.
Isaac has the same issues sometimes, particularly the RNG bit. With SO MANY rooms, it's inevitable that you get some "bad" ones every now and then... and I think everyone that has played that knows the frustration of going into one of those bad rooms, and taking an unavoidable hit. In THAT game, that's permanent damage. You must find a heart in order to undo the effect. And NOBODY likes having that happen. It doesnt matter if it ruins your run, or if it doesnt affect it much; the high frustration and irritation is still there. We REALLY wanted to avoid that.
Unfortunately, all of these things can create issues for players that are coming from JUST one side of things. Players coming from the shmup side will sometimes not like the health bar or shields, and players coming from the Isaac side may not like the bullet-hell nature, and other aspects that are very shmuppy. Fortunately, this actually seems to happen very rarely. Most people that have played this seem to have been very happy with the game overall (from what I've seen, anyway). Even as a hardcore shmup fan myself, I'm pleased with how this combination of the two came out. But I know how and why others may not be.
Now, there are some issues where I absolutely and totally agree with what the guys at SA are saying here. I'll go into a few of these:
Repulsors / attractors: Yyyyyyyyep. These things bug me. They have from the start, and they always will. Were this up to me, they would be removed from the game and replaced with.... absolutely anything else. They could be replaced with exploding clowns for all I care. I dont think they fit the game at all and they can cause seriously messed up situations, causing unavoidable attacks; the cardinal sin of not just a shmup, but of THIS genre too.
Orbitals: YES these are definitely too big, arent they? This aspect bugs me alot too. Something needs to be done here so that, no matter what, the player's mech ALWAYS stands out above these guys. It really can get confusing as to where YOU are, versus where THEY are. On paper, this may sound bloody stupid, but anyone that's had this happen knows exactly what I mean here.
Hitbox: This is a big one that, if I have my way, will be altered. It's just too much of a mess. Again, this is NOT an aspect I control. I dont set these things, and in the end, this decision will be up to Chris. I have, however, already sent an email his way explaining my concerns about this. Were this up to me, the hitbox would be just a bit smaller than the mech's head. Some people might say "that's too small, this isnt a full bullet-hell game!", but no, it is NOT too small. Even a game like Isaac uses a hitbox that is bloody TINY compared to the actual size of the character. This game needs it way more than that does. The bad part? Some of the stuff planned for Misery mode will NOT be viable unless this is changed.
Invader's laser: This got just a very brief mention in there, but I agree with this and will likely change it. I dont think bosses should be using beams; I dont know why I didn't think about this one before (I'm spacey like that, sorry). The Charger also needs a similar change but again, I just hadnt gotten around to it; it's been a low priority due to it's extreme rarity.
Activated enemies from off-screen: Not a bug. Some foes are active from the start. There's ALWAYS a reason for this... wether the player agrees with it or not. And there's always going to be that type of disagreement between the game design, and some players, with games like this. I cant think of even one game I own where this does not happen for me (goddamn Isaac and it's goddamn stupid slow walking skull things, and then the TIMED nature of getting to the boss rush, arrrrrrrrrgh). That being said, enemy balance isnt perfect, and some things probably need to be looked at. Now that we have more time available, this can be better done... but dont always expect changes. Plenty of things will not be altered.
Bosses being bullet sponges, discourages rushing: I'm sorry, but I had no choice here. They were getting torn apart like they werent even there. FREQUENTLY. And the game DOES encourage exploring and levelling up, and this is the course ALOT of players have been taking, which is what leads to high-end foes getting obliterated if they dont have enough HP to withstand the onslaught. Again, remember that this game is NOT Isaac; Isaac tends to very heavily encourage rushing in many situations (boss rush, the Hush, some challenges). THIS game doesnt do that; basically everything about it encourages exploration, as I already said. But in the end... believe me, this aspect has been by far the most difficult thing to balance in the game so far, for the things that I have control of. As balance issues continue to be found, this is likely to keep fluctuating. We had a VERY short development period and only so many testers, so only now are some issues finally coming to light. I wish that hadnt been so, but it was unavoidable.
HP sacrifice rooms: Some items could use buffing, yes. But the current prices on the items, being typically around 5 HP, were thought up (by me) because the original prices (1-2 HP) were SUPER abusable. This was making players into unstoppable tornadoes of screaming doom within TWO FREAKING FLOORS. I've watched that happen more than a few times now; it needed a change. However, some items do need a small boost now that it has been done, now that it's no longer so easy to acquire these items in huge numbers.
Consumables: some of these could use a boost, sure. I dont ALWAYS agree with this one though. That regen level one: Needs to be more rare, but should not be otherwise altered. Reminds me of a particular item in Isaac.... which, honestly, is one of my favorite items in the game. I know, my own specific opinion doesnt mean much when it comes to this one, but I'm stating it anyway. The level skip one needs to be MUCH more rare. Well, they both should be very rare, really. That being said, these arent meant to be "room clearers" with super heavy effects like they are in Isaac. That's just not how they're meant to be. .... I think. Again, I dont design these, so I can only speak so much for them.
And there, that's enough from me for now; again, I can only go into so many things here. For other aspects of the game, you'd have to hear more from the others on the team. I can only respond to those issues I have a direct understanding of.
Anyway, I hope this has given a bit of insight into some of the design decisions behind this game. But the number one thing I cannot stress enough, is still the bit where this is NOT a pure shmup. It isnt. It's not meant to be. If you're going into it expecting that.... well, that's not what you're going to get.
And yes, some issues will be looked at (hitbox, argh) when possible. But dont expect instant changes. This stuff can take awhile.
If you actually read this far into this, kudos to you! I think most people wont.