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- So this game is obviously built for a touch interface, and it shows (I played it on Windows 10 as my Android phone doesn't have enough memory to fit one more app). Here are my thoughts, in no particular order.
- 1 - The floating finger is a bit...wierd, in spite of the fact that in the "real" version of the game it's intended that you can't see any cursor.
- 2 - Fast-clicking and gestures don't work so fantastically for the mouse, especially when it feels like the keyboard could really help...if this were a PC-only title, I would say set it up so QWE matches up with Yellow/Red/Blue or something, and then you hit the key combination with your left hand to "prime" a color, and then use the mouse to select which lane to target. That said, I realize this is probably more intended for mobile devices and that obviously would remove function parity between the two--since it's not a competitive title, though, I would consider doing it anyway to let the PC player use his left hand, since the Android player can obviously use multiple fingers.
- 3 - Adding a mouse-trail that shows what you've "drawn" this gesture would help a bit. There were several times I was sure I had fired off a particular color only to lose my combo out of nowhere, and communicating to the user that it was their own fault is important, else it just feels like the game itself is buggy.
- 4 - In the tutorial, it refers to the black meteors as white--this is confusing and needs changed.
- 5 - The boss concept is interesting, but was actually less stressful than the regular game, which feels...off. A better approach might be to suspend the meteors and have different colored parts of the boss that need shot, in addition to warding off the incoming attacks. This would require controlled button mashing, since you don't want to ruin your combo because of an incoming attack, but you still want to maximize your score during this time.
- 6 - The pixellation of the dragon as it transitions does not match the style of the rest of your game, and I would consider changing it to just an animated transition.
- 7 - The dragon's flame color was a bit hard to decipher, especially green/yellow/orange. I would keep the flame in roughly the same shape that the meteors are in to alleviate this (and so you don't /completely/ alienate the colorblind, though I admit that's a bit of a losing battle given your game's theme).
- 8 - Oh, and the first time I beat the dragon the game crashed when I hit retry.
- 9 - You've got well-executed art. I will say that your title screen is a different style from the tiki-inspired theme of the rest of your game, though, which is a bit off-putting.
- 10 - The vibrating of the GUI elements on hover is spaztastic, i.e. it needs to change. A gentler in-and-out pulse will do, but vibrating like it currently does is hard on the eyes.
- 11 - I would surround the color wheels with a ring that has segments corresponding to the color mixes, like so: http://i.imgur.com/Fk3FBtT.png (obviously in a more artsy way, integrated into your current color wheel). As I made that screenshot, I could see that you attempted to put color hints in the hook-shaped line between the colors, but I didn't notice it during gameplay, and that doesn't suggest a direction, either. The ring would both remind the player of color combos and suggest to the mind the gesture shape/path to follow.
- 12 - The snot-balls are obnoxious, and unlike all the other enemies require you to deal with them in a manner that doesn't use the core gameplay. This is always a red flag, as it is inconsistent and punishes the player for being good at the game--you have to completely change gears from your color-matching, move your hand to a completely different area, and then switch mental modes back. (the chicken doesn't apply as much, as it's a risk/reward thing). I would consider allowing the snotballs to be wild cards--destroyed by /any/ color, instead, so they act as a way for the player to get a bit more wiggle room in tense situations. I would also change the aesthetic; snot balls are just...out there, maybe make them just plain brown asteroid-looking rocks or something.
- 13 - Speaking of that, the chicken is random as well; you've got a tiki theme (sorta), and chickens are not very polynesian. Having different versions for the different powerups should also be considered.
- 14 - Your audio oomph needs work. You don't need to blow out the speakers with every shot, but there needs to be more weight behind shots. I would also introduce screenshake (just a tad!) that gets more intense if a meteor has been destroyed closer to the color emitters. Basically, take a look at the Juice It or Lose It video (https://www.youtube.com/watch?v=Fy0aCDmgnxg) for the general concepts.
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