07 May 2016 16:50
(1) Highlight enemy projectiles. Anything will do: strong outlines, blinking, strange lighting, shadows. Just make those stand out amidst the crowd. Eels are the deadliest enemy of this game, so much so I have to use the bullet-eating pet to survive significantly longer.
(2) Make holes a little less prone to falling. The thing is, the perception of the size of the hole and the falling area seems to be a bit off on holes but not on the edges. I have no idea why, and it may be just me, but I'm always falling on those holes. Even though learning how to fly mostly fixed this, it still happens.
(3) Soooooo, I know it has been answered quite a bit before, but since the answer was about not being cost-effective, I'll throw it again: controller support! I know you guys put a lot of effort on the current controls and people can beat Pete's Reckoning with it, so it works very well. But! There were instances that finger slipping caused death on the game, for the fact that it requires quick actions and you are prone to let the phone slip a little, which messes up all the positions of the buttons.
On Android, there seems to be a serious fragmentation problem (Android dev so I know how it feels) on the controller side, and GameMaker doesn't seem to be helping either. I don't know how things changed in these few months. Google I/O is coming, so maybe there will be favorable news. If anything, I hope this VR fad will come with strong controller standardisation on all platforms.
On iOS, I suppose it is better because of the MFi regulation, so the buttons are standardised, and I suspect the APIs are as well. Which means most likely all controllers that don't work properly are to fault rather than the game devs. It would be a much better proposition if it also worked on the Apple TV (a useless store at the moment, I know), but it probably won't happen because it requires to work with the remote, which is totally unfit for gaming (unless your game only requires taps and swipes on non-specific parts of the screen, or has only three/four buttons, like Downwell).
I could be an idea for Quadropus 2, perhaps. It is certainly not critical, probably won't convince unwilling people to buy it, and the promotional nature of it seems to be very weak. However, if done, may make the game more awesome for the people that have it already. And if Quadropus 2 is meant to go to Steam, it may cut down the number of angry fellas. The know-how may be quite useful for the future, and Quadropus is the most controller fit game of your repertoire (not Crashlands!).
For me, it won't matter for a while, for I don't have one yet. But there's this small, but increasing list, of games that getting to my nerves for having virtual controls on the screen, because, no matter how good they feel or play, they tend to slip and make your fingers really ache after an hour or so (e.g. Implosion, Downwell). And there are those whose virtual controls are just too much (e.g. Final Fantasy VII, console ports in general). So I'm totally buying one soon.