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(2 edits) (+1)

Indeed, Wolfy was meant to be “hard to play” and the next character - Squirrly is supposed to be even harder. As I’ve managed to get the same high-score with Wolfy as with other characters (around 4k for me, also surprisingly consistent on Android where inconveniences in control are extreme) I thought it’s balanced, but indeed increasing the rewards is a good idea.

Also, maybe you could come up with an idea “what exactly is frustrating”? The long recharge time or slow movement speed, or both? I also feel that it’s kinda takes too much effort, but increasing the rewards alone may not be enough to compensate for that. My first guess would be that speed is the major culprit, as it doesn’t really serve a lot of purpose here + slower movements make the game a bit more tedious. WDYT?

(UPD) And I’ve forgotten to add one more mechanics to Wolfy - she is supposed to kill all enemies nearby when losing clothes.

Skins system is possible. Not something too dramatic, but changing the main tone of the character is definitely doable, even without too much effort. I’ll see how to in the nearest future. For clothes it’s more complicated as they contain several different colors and simply colorizing them may be not enough. (UPD: Ok, I think I know how to change different colors on the clothes independently)

(+1)

Wolfy gets 2.5 shots per energy power up and had a recharge at 4 seconds per shot, making her the least efficient character when it comes to energy. While true she has 12.5 shots to start with, it can quickly dwindle down. That in addition to her cool down in between shots and slow speed make it very easy for her to either run out of energy while surrounded by enemies resulting in what might be a instant loss (Which could be taken care of by the mechanic you intended to add) or take damage due to poor crowd control. One thing you could do is give her more value out of the speed and shield power ups, making them have a better effect or last longer, and another thing you could do is make her shots AOE or fire 3 spells for one shot. These would make it more rewarding and fair to play Wolfy while also making it still difficult, though if these hypothetical changes were to be implemented Wolfy might have to see a slight nerf in some other area of her kit just to keep her balanced.

is make her shots AOE or fire 3 spells for one shot

That’s exactly the mechanics I want to add for the upcoming characters :D

Squirrly will fire 2 bullets per shot (initially I want to implement that through familiar mechanics [not implemented yet, but mostly requires only graphics, coding part is easy]) and Lizzy will make use of AOE [mechanics is already implemented] also Deery will have piercing bullets [mechanics is already implemented], that will also have some efficiency of AOE.

Actually I think I indeed should prioritize now implementing familiars, as I also see that while Cheety and Foxy don’t have powerful familiars, those start playing an important role from Wolfy and later on.

Meanwhile I’ll also add more speed and shields to Wolfy and we’ll see how it works out. Maybe also add her a short shield when she shoots, as I planned originally.