Good job taking this advice, and good job getting something published! It’s important to start small with something that you can actually finish in a reasonable time. (especially if you’re a lone wolf)
Probably not really my style of game, and I didn’t play extensively, but here were my initial thoughts, take them with a grain of salt:
- The backward mechanic threw me on the first move, because I moved the mouse in the direction I wanted to go. (I chuckled), because I didn’t read all of your directions. (A good game is best “experienced” rather than “following the directions”). But a simple tutorial or something can solve that, and I realize you’re in prototype phase toying with ideas.
- Regarding the mechanics: The game seems fundamentally to be a “strategy” type, requiring thought in how you want to move your units, however, given that there is no “grid” and you are relying on pixel perfect accuracy, I think it would be really hard to predict or strategize without feeling slighted that you were off by 1 pixel which resulted in your demise. I wonder if a more granular grid based system with visibility into ranges and things would make it more interesting from a “turn based” strategy perspective. (so you can predict how close you should move to the other player in case they decide to move on their next turn)? Or if you wanted to “block” one of your other ships, you can’t really predict how far your ship will travel. /shrug
- Firing was not aligned correctly. Pulling straight down for example fired at an angle.
- I like the fire effect on the movement. :)