Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

been playing this mod for the last week or two and OH BOY what a mod! i have A LOT of things to say about it and still so much more things left to think of an opinion on.

first of all, NEW ENEMIES: most new enemies are surprisingly well balanced, have great sound design AND are fun to fight. pirate cove area seemed really overwhelming at first but turns out parrots and whales are much easier to deal than they seem. their attacks are really well telegraphed and pretty easy to dodge (i would prefer if whales would to have a more distinct pre-fire sound tho or some other way to more clearly tell they're about to shoot you.) graveyard enemies are also great, i love the concept of voltergeists even tho i'm not entirely sure what they do to non-graveyard enemies. however, some of the gray-colored enemies blend in the background WAY too well which feels incredibly cheap and unfair to take damage from, these enemies mainly being the robocenter enemies and powderfish (i know it's name only because i died to it while it was masking.) i haven't fought the new boss enough times to form a solid opinion yet but so far i see no issues with it. also gup guardians are incredibly satisfying to massacre lol.

NEW STAGES: i adore them a lot and usually always take the alt path(s). i find the idea of going to an alternative area for unique weapons (cove and deeplabs) with harder enemies simply brilliant, it makes runs much more dynamic and varied. i just wish there were more pirate versions of lower tier or just straight up bad weapons like toxic weapons and such. also i feel the graveyard enemies are significantly easier to deal with than the frozen city ones? at least pre-loop for sure, so (at least for me) it's more preferable to take the alt path, which is why i switch it to be random for myself. also also, i feel like the crystal caves generation type doesn't really fit the "split pathways" level since a lot of the time the portal can spawn in a really awkward spot that prevents you from going back to the cove hole. 3-3's open arena-like generation never has this problem so i personally prefer that (shout out to the green crystals btw.)

AUGMENTED MUTATIONS: love the idea but some of their descriptions are extremely unclear. like what does "EMPOWERING" mean in the "EMPOWERING BEACONS SPAWN IN LEVELS." does it mean they grant faster fire rate? didn't really feel like it. more weapon damage? couldn't tell either. damage resistance? something else? it's not really instantly clear like how it is with any other normal mutations. and i have question for augmented bloodlust, lucky shot and rabbit paw: don't the normal mutations effectively already do the same? what's the benefit then? "CORPSE CHARGE UP A POWERFUL PIERCING DRONE" uhh "corpses"? implying it's not just kills then how exactly does it charge? otherwise i think augmented mutations have huge potential and i can't wait to try them all out and try to run builds for them.

RANDOM [WEATHER] EVENTS: i'll be honest, i have really mixed feelings on all of them. first of all, i don't quite get the weather and night time events, like, they mostly either don't change anything or are just frustrating? i really don't fw frozen city's storm and labs' darkness, it's incredibly frustrating to be suddenly hit with 4-10 contact damage just because you didn't see a snowbot/explo freak flying at you at mach five with your incredibly limited vision. these areas are just not designed for this. the lab darkness event slows the gameplay to a CRAWL and it's especially bad on loops. and i did give weather events a fair chance: i was rocking the crown of storms a lot and i simply don't get what should be the appeal. i feel like such harsh events should be followed with a compensation or an upside to make it not feel like the game just decided to say "FUCK YOU" just because it felt like it. at the VERY LEAST one extra chest would be enough for me personally but idk what would be a universal solution. i liked the scrapyard thunder event tho, i like that it's a hazard both for you AND for the enemies or at least destroy walls which spices up the gameplay in the tunnel-y generations of this chapter. (also, i didn't record this but i had lightning strike in the very same place twice in a row, lmao???????)

PAINTORS AND PALACE TRAPS: i like the idea of random enemies that can spawn in any area to spice up the game but i just don't like the paintors for their paint clouds, it's just not fun to not see what's hitting you, not in this game at least. the palace additions (minus the gup guardians) i feel are a bit excessive and make already the hardest area in the game even more harder. this includes the serpent btw, it's way too oppressive for an area with 6 contact damage puppies and 5 damage circles spammed everywhere. also i really dislike crush traps, i lost so many runs/strong spirits to them it's not fun. they tend to spawn in tight corridors where they pretty much have no counter if you don't have a wall destroying weapon. sometimes i deadass have to wait for a guardian to come and die nearby to destroy them, it's so annoying ngl. the fire traps are fine i guess.

overall i think the mod is fantastic even with some of the frustrating things. it really did breath a new life in the game for me and i'm having a lot of fun! my current PB with the mod is 3-3 L5 btw. idk if you plan on updating the mod but i can't see what else you got in store! i have so much more i could say about the mod but it's up to you if you'd like me to yap even more. also THANK YOU SO MUCH FOR PELAGIC PREDICAMENT.

TL;DR amazing mod, keep up the good work, vision obscuring mechanics suck tho

thank u for the feedback im glad you enjoyed the mod, to answer a few things:

  • voltergeists possessing enemies increases their attack rate and movement speed
  • I'll take a look at seeing if I can make the robotics center (and powderfish) enemies more visible while still looking good
  • ideally at some point there will be pirate variants for every basegame weapon, I decided it wouldn't be worth delaying the mod to finish adding them all (also the next minor content update actually does already include variants for the toxic weapons, at least the toxbow will have one, the launcher isn't currently in a state im happy with)
  • for graveyard enemies being easier it's something I wasn't ever sure about, I've put too many hours into the game to be able to properly tell if something is too hard/difficult easily. also I have actually been considering making the alt mode for labs areas the default, but I figured it might be a bit too intrusive and a little awkward with a lack of alt areas for other basegame areas
  • empowering beacons speed up your firerate (iirc its a flat increase of 0.5 so you'd have 1.5x speed if you had the default firerate), increase your ammo gain by a bit, and add +1 health to medkits that enter it's area. I made it a while ago and looking at it again its kinda weird and I forgot to have it change the medkit sprites. I'll probably rework it's effects at some point and make it clearer what its actually doing
  • the bloodlust and lucky shot augments essentially just remove the random factor of the original mutations, with them proccing every 13 kills instead of every kill having a 1/13 chance. they're not very interesting but I figured I might as well include them anyways since I could rework them if I get ideas I like more
  • I was gonna say I phrased it like that since it's based off corpse objects spawning (which some other mods have some interesting interactions with (corpse needle from defpack)) but apparently I made it based off of kills instead, so it really should just say kills instead of corpses, not sure how that happened
  • augment descriptions being a bit vague is semi-intentional since I prefer the short mutation descriptions like the basegame ones opposed to a wall of text. I figured it would be fine since at the time I was planning on getting more work done on the ntt mods wiki so more detailed information would be there anyways (I probably still will, at some point)
  • nighttime events are mostly just cosmetic, they mainly exist due to another mod that was going to include nighttime events, albeit implemented differently, that the main dev suddenly canceled despite splattie and others making content for it, pretty much they exist since I wanted her music tracks to still go somewhere ingame and I liked the variety even if Its just cosmetic. there may be more to them gameplay-wise at some point but don't count on it
  • crown of storms mostly exists just because it can. there wasn't really much thought put into it since I don't really like how crowns work for the mostpart, but I figured someone may want to have the new event content show up more frequently. I may change it eventually to make it actually interesting but it'll probably just stay as is
  • the dangerous weather events aren't really intended to give a reward since most gameplay events are meant to make levels harder. I think the blackout and blizzard are awesome but I understand why some would really dislike playing them, I may tune them down a bit later. if you want to disable them u can go into Frontier_Events and have blackout_chance and blizzard_chance return as just 0. also eyes' passive works on them
  • paintors are a similar case, I like them a lot but I figured they'd also be a controversial one. part of the intent was trying to make them a 'priority target' kind of enemy where you'll want to get rid of them as soon as possible before it becomes a problem. like above u can disable them by setting PaintorCamp_chance to 0. eyes' active works on the paint gas, eyes remains the supreme champion of being able to see. i might put in a setting to disable visual obscuring stuff but idk.
  • Palace having as many difficulty additions as it has was mostly unintentional at first but I kinda leaned into making it so palace can sometimes be a difficult gauntlet (you can blame spelunky). crush traps get destroyed if you stand by them for like 30 seconds to prevent softlocks. it isnt really communicated in game at all and I should probably add a visual for it or something. hammerhead causes them to be destroyed instantly upon touching your hammer shaped head

thank you again for the feedback on the mod, if you have more you'd like to say i'd be interesting in reading it, I've liked seeing the different perspectives/opinions people have had on it's features. It may be a bit before I actually do any (minor) updates since I've been busy + I've been taking a bit of a break from nuclear throne stuff, I'd like to get 1.0.2 out somewhat soon though