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Juice Galaxy (formerly Juice World)

Floppy ragdoll rpg sandbox with physics-based combat · By fishlicka

Stat System Overhaul (help me) Sticky

A topic by fishlicka created May 11, 2021 Views: 18,578 Replies: 113
Viewing posts 61 to 74 of 74 · Previous page · First page

my head hurts

oh also not keeping juice after death might be good

i'd prefer if the juice vampire bat taxed you juice for every death.

I actually do like how the game works now, but removing the cap on the upgrades would be nice, but of course that would get a little op so i would personaly add enemy scaling based on your stats, with enemies getting stronger based on what you upgrade. (enemies do more damage the more health you got, enemies having more health the more damage you deal, ect ect.)

it would also be cool if bosses after defeating them for the first time also get difficulty scaling to make sure they arent a joke the second/third time through.

Enemies scaling off of the stats you have is not a good idea, as it makes stat progression meaningless.

I'd instead propose a "world level" in which enemies' base level increases based on what your current world level is, and maybe you could spend Juice to increase it, which would then increase your progress rate. This should also effect bosses as well.

I also like the idea of using "Core Stats" to improve them (Such as Muscle or Brains), while you could still invest Juice into advancing any of your "Minor Attributes" such as (Health, Health Regen, or Melee Damage).

The idea of a world level and core stats sounds really cool

 I think that "world level" should increase based off of how many bosses and enemies you kill (like in Breath of the Wild or Tears of the Kingdom (some may not have heard of this- it's a hidden number)) because spending juice to increase world level instead of stats would make people avoid doing it (so that they can just get super overpowered and pwn everything in sight instead of actually gaining difficulty).  I love how this whole thread is basically everyone just suggesting mechanics from different games.

That, makes sense actually, however the problem there would be adding incentive for doing that, after all why would you want to make the enemies harder when it's hilarious to destroy them all for one hit? Of course not everyone is like that but still.

Well, perhaps taking one too many pages from Botw and Totk's books, newer, stronger enemies (and variants like those already existent but stronger and with a differentiating feature of some sort- like "Blue Klown", for example) could spawn on top of the old ones. Then, you can have fun seeing new monsters (adding more gameplay value and perhaps replay value as well) and still feel like a god, pwning all of those little creatures with a +500% scale Draginslayer.

this is already in the game as of now. the further out you go the stronger the enemies but i have a giant sword and flying makes me 2 shot them cause i thought it'd be funny to drag around a monolithic weapon.

cam you add a black hole boss it spawn ML14 (my idea is kinda dumb) if it eats it grows and you have shoot at it explosves for it to shrink?

I think that new stats would be difficult to logically place in the game without some sort of  new system for upgrading them (think Cult of the Lamb- corresponding bosses and characters drop/give items that let you upgrade them). For example, perhaps the Wawsp Queen drops an item that lets you upgrade Spirit.

(1 edit)

why not both? how about juice being a currency to buy goofy shit like rocket boots or a chainsaw or even a literal weaponized blender but to lvl up your stats you get puree for things you do and you can even convert juice to puree. maybee even boss seeds as like a sort of power gem to make them more tempting to fight.

this would be cool.

Boosting the amount of juice you get in higher difficulties, so grind isn't needed

Выскажу свое сугубо субъективное мнение, но мне кажется, что прокачивать навыки во время их использования - плохая идея, поскольку это может привести к необходимости гриндить ради прокачки нужного навыка. Приведу пример кенши, где для того, чтобы сделать своего героя лучше в чем-то (например, в умении сражаться в ближнем бою) и при этом не тратить на это много своего драгоценного времени, вы нужно яростно гриндить и искать лазейки в игре. Еще мне не нравится идея ограничения оружия по характеристикам, потому что это не подходит этой странной игре. Мне кажется, ей подойдет отказ от большого количества скучных ограничений, существующих в других играх, ради развлечения..

yes


I enjoyed this game called grounded and in this game you can run around and do. stuff... like beat the game or RUN AROUND bc running around and finding new locations enough times will give you a mutation, same with other things, so what if similarly you have it so certain stats are only increaseable via action

Or similarly in the "hit game" terraria, killing an enemy 50 times will give you a banner, placing this banner will let you kill that enemy type easier (Doesnt stack) but only within a certain range.. ALSO I REALLY WANT A DEBUG CMD THAT LETS ME EDIT STATS OF WEAPONS THANKS BYEEEEEEEEEEEEE (yuh

So the final concept maybe is doing certain things like killing an enemy enough times will give an affinity for that enemy or maybe just a multiplier for stats instead, running around will EVENTUALLY give a movement speed upgrade and wasting energy will give a small multiplier for max energy or energy regen, perhaps even making energy get used slower.

this is my final post, bye!

Big fan of the idea, as the game stands (and has stood for years now) the leveling isn't necessarily rewarding, and lacks "tangibility" if that makes sense. For an example, the physics combat is incredible and impactful, but I don't feel any more powerful after leveling up my damage stat, since the only difference is the enemies die a bit faster. I think taking it in the physics-based direction may be a good idea.

Some ideas to throw out there:
- Meteor book casts a larger meteor the more brains you have, the larger the meteor, the larger the blast radius and knockback, maybe the sound could also change (overlay an earth-shattering noise of some sort that starts silent at lower brain levels and eventually hits 100% volume at a certain level of brains, making the meteor sound like an earthquake eventually)
- Muscle could directly influence the swing strength, with stronger muscles allowing you to lay down A Thousand Whacks with an average sized sword, and also letting you use huge weapons more efficiently. Perhaps the standard boss-reward Draginslayer is way too heavy to be used unless you have a certain level of muscles (a physics-based limitation), could keep players interested in having a training montage to use the coolest sword in the game. Also, unsure if this is possible without a lot of work, but destructible terrain would be quite interesting, especially with all the large weapons swinging around the place.
- Pineapple gun could benefit from more bullet size, firerate and velocity as your sense increases, effectively becoming longer range the better you are at shooting stuff. Though i'd also recommend a rework of some sort on this weapon, maybe taking away the explosive rounds for starters, with an interesting way to get them back (which i'll get to next)
- Volatile juice: another consumable type of juice which makes weapons explosive. maybe at a trade-off, making swords heavier, making spells fly slower, and reducing the fire rate on guns (just spitballing, i don't know if the trade-offs would be fun to play, but if explosives somehow turn out overpowered i guess there's options for balancing it). Anyway, this juice makes swords explode on hit, with a larger explosion the harder the hit was. Bullets are the same deal
- Different weapons could benefit from two stats at once, like hybrids of sorts. Such as a magical sword that chains electricity through multiple enemies taking both muscle and brains to wield effectively, or a Big Evil Cannon that has so much recoil that you need the muscles to mitigate its effects, but also the sense to hit your targets. Could even put in a hypno-bow that can convert a target to fight for you, keeping them under the spell for longer the more brains you have, and buffing them proportionally to your sense level.

The noita perk system sounds like a great baseline to work with, i'm interested in what you come up with there

Also, a grievance i've had is how barren the map is outside of the main bosses, it's randomly generated of course, and it's got different biomes and structures throughout that you can raid for some loot, but without unique greater threats it feels more like a post-apocalyptic stroll throughout an uncaring world where you're way too far from home and miss it dearly, despite knowing there's nothing comforting or new awaiting you there.
I know it's difficult and sort of a "treadmill" to keep introducing new bosses and storylines, and i'm not a game designer so i can't quite help you there, but i know things feel very strange and off-putting after beating every available challenge. The game is technically infinite, but it feels crushingly and claustrophobically finite as is.

Love your game, i've been following it for 5 years and counting, and it's genuinely one of my favorite indie titles due to the physics-based combat that's exactly what kid me always wanted from a game, i'm also biased towards weird games and aesthetics.
But yeah, looking forward to it!

U NEED TO KEEP THE NORMOL STAT GROWTH TO. its just good to have the 1 that's in the game + the 1 u are suggesting. k :]

no to recwiering stat 2 uos weiping

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