no problem!, i really like this game so i try my best to help, although three thing i had was (as written in my previous comment) repulsion burst is currently the strongest attack in the game, which feels off. how does difficulty stat work? and what will be done with the final boss in the future?
Viewing post in Elementalist v0.2.0 is out! comments
I'm glad you like the game despite it being so small, and I hope the upcoming updates live up to your expectations ^-^!
I will most likely nerf the Repulsion Burst spell heavily, along with its Upgrade Cards; the idea is for this spell to be defensive, not a nuclear bomb.
As for the difficulty scaling and the boss, I will be tweaking them a lot in the next update. Honestly, I already have a list and started working on v0.3.0 a couple of days ago bit by bit. However, I don't want to publish anything just yet without being completely sure that I can pull off what I'm currently designing. In fact, it's something so big (for me, personally) that I will most likely split it into two updates to avoid Scope Creep.
Without spoiling too much, I will divide the enemy scaling over time into sections, and I'll modify the Boss's stats (so it's no longer an absurd bullet sponge). For now, the Boss's behavior will remain the same, but in the future, I plan to implement your ideas, like giving it dashes or maybe special attacks.
Thank you so much for your questions :D! It might not look like it, but they also help me rethink things or focus on stuff I might not have given much thought to, haha.
Wow, that was fast! Haha, I got a bit confused since you mentioned you were just going to try, but it's awesome if you already have something! Before sending any files, I'd love to see it in action. Could you share some screenshots, a short video, or tell me exactly what you modified/added to the game? I'm super curious!
Wow, Ako! I'm honestly blown away by this, it's absolutely amazing! Seeing the shooter enemy, the i-frames, and especially the final boss dashing and attacking is incredible. To be honest, I'm shocked by how much you did in such a short time (I wish I could code that fast myself!)
I absolutely love the ideas of the i-frames, turning off player-enemy collision damage, the ranged enemies, and the boss rework. I am 100% considering implementing these mechanics into the official game. Also, naming it the "Champion Edition" is both hilarious and brilliant, I love it!
Since I'm developing the game and want to see how you structured these features, could you share the modified scripts/source code files instead of a compiled build/executable? You can upload them on a GitHub repository if you use one. I'd love to take a look at the code! Thanks again for your incredible support, this means the world to me.
P.S. I noticed your mouse cursor is a mini Hatsune Miku. As we say here in Argentina: "Banco una banda" (which basically means "I support this heavily" or "I absolutely love it")!
Ako-udagawa/modded-elementalist, here i have all the files, i had to decompile the game a bit to make it possible to work with it, also i give you full permission to use parts of my modded code in the game, i see no problem with that. (with credit ofc) PS. i am a spaghetti coder as they call it, so sorry in advance if its hard to read
Thanks for sharing the repository! Don't worry at all about the spaghetti code, we all write a bit of it when we're experimenting and having fun, so no need to apologize!
Just to clarify, the main reason I asked for the code was more out of pure curiosity and to see how you implemented everything, rather than just copying it. But if I do end up using any part of your code or ideas in the future, giving you proper credit is out of the question... of course I will absolutely credit you!
I'll be taking a closer look at the repository soon. From the little bit I've already seen, there are several things that caught my attention and look really interesting. Thanks again for your amazing support!