#11 Glitchforce: Postmortem
Here is the final prototype I submitted for playtesting. Thereās still a lot to be done in terms of balancing, but Iām happy with the prototype overall. I think it successfully captures the essence of a somewhat bullet-hell type asteroids game that I was going for.Ā
Like last time, I didnāt get much play testing done. I was hoping to get more feedback regarding the pace and difficulty of the game since I still need to work on balancing, but all of my playtesters have been so polite with their comments!
I got a lot of positive comments about the theme and aesthetic design choices. There was some confusion over the function of the bullets and the missiles. The initial idea was that explosions would award less points per asteroids since they can hit more asteroids at once than the bullets. I forgot to actually code that in, and one of the playtesters that was primarily using the rockets commented that they werenāt getting any points, oops š.
I was able to spectate one of my play testers as they played. Initially, they kept trying to shoot at the enemies with their bullets but they quickly realised that the enemies could only be destroyed with the missiles. Another one of my play testers commented that they also didnāt realise this immediately. This is a concept I would introduce to the player in a tutorial, or on the main menu before the game starts, but I didnāt have time to create that.Ā
Hereās one piece of feedback I wanted to highlight:Ā
The bullet trails were an awesome addition that made the bullets āfeel betterā?Ā
This is absolutely why I added the bullet trails! The visual feedback for the player makes their shots possibly feel more powerful. My previous post here goes into a bit more detail behind this design choice.Ā
On Balancing
Regarding balancing, one of my playtesters said that they liked the fast-paced nature of the game and the incremental speed upgrades. However, they reached a point where they had fully upgraded their damage (5 projectiles) and kept collecting speed upgrades (which I hadnāt put a limit on in the prototype). They were clearing the entire screen VERY quickly.Ā
This was where I realised that to properly balance my game, Iād need to test it considerably. With different types of players. In its current state, the game doesnāt actually increase in difficulty fast enough to align with the power upgrades.Every 60 seconds or so, the enemy spawn rate increases but theyāre too easily destroyed. If I were to further iterate on this prototype, iād definitely increase asteroid spawn rate and asteroid movement speed as time increases (this shouldnāt be complicated). Ideally, iād introduce health to these objects so that theyāre not destroyed in one hit. Alternatively, the power progression could be slowed down. I did play around with this on my own, and I feel like itās at a good spot right now.
Further Development Ideas
With all the base mechanics in place, my next steps in exploring this game would be:
Introducing health to asteroids/enemies. This would mean that an object would have to be hit more than once to be destroyed. Perhaps health could scale with time - as time goes on, objects have more health and require more damage/speed upgrades to destroy.Ā
Another powerup which adds a turret to your ship. Each turret would fire additional projectiles and essentially be a damage upgrade to the player. The turrets be destroyed by enemy projectiles so the player has to be careful with their movement.Ā
Adding more asteroid types: alternate sizes, speeds, health values. Maybe some asteroids could be invulnerable and must be avoided by the player. This could act as an alternate type of obstacle.
Introducing waves. Each wave could increase in difficulty. Some waves could be enemy battles only, no asteroids. One wave could be ONLY invulnerable asteroid types so the player needs to focus on dodging only. *this could encourage more defense type powers, perhaps shields. Maybe there could be bonus waves with extra points or powerups.Ā
















