With the first ‘complete’ builds of the game ready, a small group of alpha testers took it for a spin, in common they all had two main problems;
the game is too hard
confused as to how they can hurt the Annihilon
A couple of alpha testers have suggested lengthening the time when the Annihilon is vulnerable to attack to make it a bit more obvious that it is the players ‘turn’. Unwittingly I’d over looked some very fundamental conventions of video game boss fights;
When the enemy is performing and attack on the player, most games will make the enemy invulnerable and expect the player to avoid the attack. in Annihilon I made the players time of opportunity to damage the enemy embedded in one of it’s attacks. I did this with the idea in mind that the player would feel a stronger sense of achievement if the Annihilon did damage to the player for as long as he wasn’t beating it (that is, instead of being able to avoid all damage indefinitely, like any conventional boss fight).
Will post the ‘final’ game soon.