Re: Fraxy.
So, I've been doofing around with this game, and your "Ultimate" enemy, for a while.
Game comments:
Rather an interesting concept - provide gamers with the tools necessary to create enemies and levels from a provided set of premade parts. All-around shooting is neat, and the arrow-key-movement/mouse-aim function ought to be familiar to any action gamer. The recharge system is nice to have.
Still, not without its flaws. Almost all of the weapons are variations on guns and cannons, with no beams, missiles, or "option" modules. Player upgrades are limited to various numerical upgrades, with essentially no graphical changes (I think the Bullet weapon changes from blue to green when you upgrade it, and that's it.). Some of the provided enemies grow extremely annoying to kill, due to invulnerability use.
Some hints for the new player. Pressing the right mouse button increases the power to your thrusters, causing your ship to move faster at the cost of energy. You can change the weapons on your ship by starting the "config" program and selecting the "Player" tab. Ingame, you can select different weapons by using the mouse wheel. "Charge Blaster" (second from the bottom in the dropdown box) is possibly your most important weapon - hold the trigger down to charge the blast, and release it to fire. You can charge the Charge Blaster to two loops - the energy ball will shrink and a noise will play when the second loop is complete, and then when you fire it, it'll continue spraying energy over whatever it hits for quite some time.
"Ultimate" comments:
Hrmph. Everybody always has to make a ship with the maximum number of components when they first start editing. It only took me four or five tries to beat a level 1 Ultimate with a default fighter at Normal difficulty - and that was my first time playing Fraxy. Still, there's some creative bits.
First, the pluses: The doubled-laser effect is very neat, especially combined with the random spinning and ramming motions the ship gets. The mix of Homing Lasers, Bullet-Twins, Vulcan-Twins, and Power Balls lays down a hectic amount of fire, especially at higher difficulties.
Then, the minuses: The gigantic number of Plate-4's are unevenly spaced around the perimeter, and don't look like they're the outer armor they're supposed to be. Maybe use Plate-3's or Plate-9's? The durability on interior components is way too high, especially the core. By the time we can shoot the core, we've blown through at least one column's worth of lasers, guns, and armor. The core shouldn't be this tough. Maybe put in a second layer of Plates, between the first and second layers of Laser-L's, instead.
Some of the weapons are "chained" together in a Parent-Child relationship, while others aren't. Blast a Parent weapon, and the Child weapon(s) explode. Make these relationships consistent - it doesn't make sense for all the Sonic-Wave-L's to explode if I happen to blast a particular Bullet-Twin, although it does make sense for the Sonic-Wave-L mounted on that Bullet-Twin to explode if its mounting does.
Maybe add some turreted weapons to the mix. Add some Vulcan-Aim-Player's, or add some Panel-Aim-Player's with bullet, needle, or vulcan weapons attached to them.
Tuck a Barrier-1 around the Core. Attach a few hidden Recovery, Regeneration, or Repair parts to the perimeter armor. Lower the durability of such parts if you do, though; don't want people thinking the blasted ship's invincible.