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Forums > CSDb Entries > Release id #137897 : Aviator Arcade II Preview
2015-04-19 23:21
mhindsbo

Registered: Dec 2014
Posts: 51
Release id #137897 : Aviator Arcade II Preview

We just released the preview of Aviator Arcade II. Very interested in your feedback. A lot of the feedback from the RGCD 16K compo is in the preview and we are continuing to push to make this one of the best vertical shoot-em-up games on the C64 ... let us know what you think and what you would like to see!
2015-04-19 23:29
chatGPZ

Registered: Dec 2001
Posts: 11357
on thing that is certainly missing are powerups/weapons
2015-04-19 23:38
mhindsbo

Registered: Dec 2014
Posts: 51
They are there. Three of them in the preview and a total of 6 implemented so far. You can see the "2X" being picked up (by shooting it) here: https://www.youtube.com/watch?v=T9jivnHYW9U
2015-04-20 06:42
Oswald

Registered: Apr 2002
Posts: 5086
top notch gfx, controls, hit detection, no glitches.

imho difficulty is too steep. there's hardly time to react to a tank coming towards you. first level difficulty would be like level 5-6 by todays standards, but by then you would get better weapons, so it would be still easyer :)
2015-04-20 14:42
chatGPZ

Registered: Dec 2001
Posts: 11357
thats why i was thinking there are no powerups.... i have played my share of shooters, and in comparison this one is either a) too hard or b) powerups pop up too late.

as a rule of thumb: make level 1 so it is almost impossible not to make it. level 1 should be "kindergarden" level for getting familiar with controls and everything.
2015-04-20 17:00
mhindsbo

Registered: Dec 2014
Posts: 51
good feedback. the learning curve might be a little too steep. will incorporate as we continue level design and balance. could absolutely pop powerups earlier

try the game on easy (hit F7 in the menu to get to the options). perhaps it should default to easy until the game has been played a couple of times?
2015-04-20 17:09
chatGPZ

Registered: Dec 2001
Posts: 11357
mmmh. there is a saying among game developers that basically says "if you need adjustable difficulty - or an energy bar - then your game balancing is broken". these things shouldnt be necessary in the first place. (unlocking a "hard" mode once the game has been completed is another thing, thats appreciated of course)
2015-04-20 18:17
encore

Registered: Aug 2010
Posts: 67
Actually had more fun than I first anticipated, which is a nice surprise. :)

At the end of the levels it goes from full speed scrolling to immediate stop. My suggestion is to smoothly decrease the scrolling speed - it would feel better (and less binary) and it would also tell the player to prepare for the final part of the stage.
2015-04-20 19:08
mhindsbo

Registered: Dec 2014
Posts: 51
@encore: i like the idea of gradually decreasing scrolling speed :-) ... non-trivial and will add a little overhead, since all objects need to change speed accordingly ... but cool :-)

@groepaz: i hear you on degree of difficulty! energy bar is per design though ... was not meant to be a game where one hit kills you, but to allow for a little more "abandon" in the style of play
2015-04-20 20:46
MagerValp

Registered: Dec 2001
Posts: 1074
No complaints about the difficulty from me, I made it to level 3 on the first try - then I had to answer the phone. A pause key would be nice though :)

The only thing I don't like so far is that you lose your powerup when the level ends.
2015-04-20 22:15
mhindsbo

Registered: Dec 2014
Posts: 51
press F7 during play to pause. F1 = music on/off, F3 = fx on/off, F5 = autofire on/off

I think it would be fair to keep powerup across levels :-)
 
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