Flying close to the ceiling increases gravity while your Y speed is negative (going up), a solution I think works for birds fighting for the top, makes it not much worth doing so, better fight on screen.Nice, I like the way the enemies emerge from the backdrop. IIRC Joust usually had upper rock ledges atop the screen, stopping you flying high then dropping down, but I like this change of approach. Looks like you're playing it for development without the ability to die, which I guess is fine for early development, but it looks to me like you're fairly far along and want to start playtesting properly. Might want to refine this approach now. And in Joust at least the enemies were a lot more keen to swipe you out. Of the games in William's Arcade Classics volume 1 on the dreamcast which I bought for the official Defender, Defender actually turned out to be probably only the third game I put the time into. I played much more Joust and more Robotron 2048 than I did Defender.
I have been playtesting it ever since I got something moving on screen, testing many situations, mainly for finding bugs, the refine part will definently come as I get the game wrapped, that means, intro, game, waves, stages, simple dumb enemies, ending. At that point, or a little before, I will add the extras, like bosses, sharks,etc. Yeah, the AI is currently dumb, does not hunt, avoid or anything else.
Joust has a very interesting control, I find similarities with Renegade, in a sense that you don´t control the player directly, like pac man, in fact, it has a lot to do with Lunar Lander kind of games.
Nice that you enjoy it, there aren´t many "joust" fixes out there.
Here the latest recordings. Was gonna do it yesterday, but had a lot of troubles with it and much of the work was quite invisible. Today there is more to show