[Project Aether] Your feedback gave birth to High-Threat mode! What do you think?
Hey everyone!
Last week, I shared a Standard run of Mission 3 from my side-scrolling shmup, Project Aether. The feedback helped me see two things:
- There were visibility issues between the player ship and the drones
- The mission had too much empty time between threats and wasn't yet asking enough of the player
About the visibility issues: I've reworked the drone with stronger line-art and with less "stealthier" colours, taking a more "industrial" look this time. I've also desaturated the background to allow the ships to pop out a bit more. And finally, added an optional collision reticule to the player ship.
Now onto what I want to focus on: I've kept Standard as the version that introduces the drones, firing lanes and squad skills. I've added High-Threat Operation as the optional version for players who already know those systems and wish for a harder challenge. It doesn't just apply a general speed multiplier or add more HP to every enemy: it uses its own encounter table with more enemies and tighter timings, and both squad skills are available from first contact. The attached video is a full High Threat run. I'm mainly looking for feedback on these points:
- Does the mission create enough pressure through positioning and priorities?
- Do the overlapping formations remain readable?
- Does High Threat feel like a meaningful step up from Standard, rather than just a busier version of the same mission?
I know a video isn't the same as playing it. If anyone would like to try the current build, I'm happy to send a download link in exchange for feedback.
For context, the earlier Standard run and discussion are here: https://www.reddit.com/r/shmupdev/comments/1vkovbs/looking_for_leveldesign_feedback_on_my_game/
I've also written a longer dev log about the visual pass, readability changes and High Threat design: https://jpb18.itch.io/project-aether/devlog/1631945/building-a-visual-language-that-supports-the-challenge