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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: 11,205 Replies: 94
Viewing posts 41 to 60 of 64 · Next page · Previous page · First page · Last page
(+1)

you could add a new game plus mode

(-1)

JUICE GALAXY WILL NEVER HAVE A PAID VERSION

meant having a new game plus like Dark souls

(-1)

pets in juice galaxy?

dang, if i ever get my normal computer back (its a long story, im using a school issued chromebook to type this) i'll have to livestream this game again. my past streams with it didn't do so well but it's been a year and, surprise surprise, i still have like no sub count (i dont give  crap) but honestly i might just figure out how to play this sooner just for myself because i remember this game being absolutely amazing

Deleted 1 year ago

id say maybe like 10k-15k calories in an alligator

(1 edit)

What will be the purpose of collecting juice in this post-stat-system-changed world? A lot of this game's identity comes from this mechanic and I think it would be waste to remove game mechanics which revolve around spending acquired juice so it follows that I think there should be some equally important game mechanic focusing on the exchange of juice. So perhaps you could keep the fountains in-game but heavily nerf them? They may provide additional stat boosts that the player gets to spend their extra juice on in order to further juice their character out. It seems like you could manage this alongside your new system by making fountain upgrades become much more expensive much faster so that the player will have less economy to work with (but still an economy nevertheless); making subsequent upgrades more expensive will also stretch fountain use out over the course of the entire game. You will also now have multiple ways for players to interact with the new stats as well. By adding your new stats to the old juice-fountain-stat-pool, players will be able to "demo" different builds by reallocating their juice economy into different stats.


My vision of the game assumes that the 'end goal' of the player is to become absolutely maxxed out. An end-game player will have experienced all content in the game and then some in order to max out their juice fountain and be able to play with any weapon class they choose as a consequence of solving the game with whatever strengths they initially built.

(+1)

I would also venture to say that a stats system isn't actually important to this game. The game's charm comes from exploring this crazy surreal world, finding unique items, interacting with interesting NPCs, surviving ludicrous situations (Dream Eater reveal was so cool), and you get to do this while listening to a kick-ass sound track (don't sleep on Sleepy Slithers y'all).  Stats are merely the means by which the player is able to experience this content. I think that a perfect Juice Galaxy would be a game that focused more on creating these unique experiences and then creating a stats/weapons/whatever systems and mechanics in such a way that moving from experience to experience and interacting in each experience is fun. I'm not really as interested in infinite scaling if there aren't infinite experiences. The game must end eventually and Juice Galaxy has the potential to do something beautiful with that

(-1)

i hope there will be a inventory upgrade mechanic! :)

yup

i don't really think this is a good idea as a veteran player and i think that it would be even more confusing for new players because it makes stats confusing about how they level up. maybe removing the cap would work but i think that the juice fountains or something of that nature where the juice is used and its all in the players contriol is the the best option because it is very clear and easy to understand. it also reflects on teh gameplay and not vice versa, so you know exactly whats happening.

unrealated but so many things are so common now i feel like non of the monsters are really adding new things, like the flower and bosses are unique but every other monsterr just walks at you, and they all drop the same loot. i wish things like hats and weapons like the draginslayer should be obtainable in one way only and be special in some way, i know this would require some re work to the boss since the draginslayer would be kind of useless if you can just go get a better longswrod from a big stroll fiend but it would really make the story better and make things feel more impactful instead of random 

something like removing the cap of levels would be really nice since i like seeing how far out I can go.

Developer(+1)

Working on uncapped levels now!

(+1)

Cool!

This is probably gonna come off as somewhat rude, but just know that I like the game, and these are just a few things that I didn't personally like.

My input:

While, yes, I do believe that levels should be uncapped, making them based on how much you use them would make the juice kinda pointless, so, instead of unlocking the perks through things done in-game, you should instead have the player purchase the perks with juice. Health, health regen, stamina, and stamina regen should also still be purchasable by juice, and they should be the only stats you can increase by drinking juice *shudders in health stat grinding in OSRS*

Swirly-D needs to be a boss battle instead of a cutscene where he kills you, or at least, have him replace the clog if you ever return to the toilet world, with a different outcome if you manage to defeat him, the bat should also be either a friendly NPC, or a boss, he seemed way more important than he ended up being.

Ms. Slitherss, who I've heard is supposed to be the final boss, is a big pushover, she needs to have more health (or at least be smart enough to evade attacks, a few shots from the pineapple gun kills her in under a minute) and deal more damage. 

Speaking of the pineapple gun, melee needs a serious overhaul, I happened to get the pineapple from breaking one of the crates in the beginning of the game, and I used it until I was forced to use the plunger to kill the Clog. When fighting the Dream Eater, I switched to the worm gun, because the bigger projectiles helped me make easy work of Dream Eater (which is the only time in the game that the worm gun was a viable weapon, that thing needs a buff).

I'd also like for there to be some sort of reward for feeding the flowers, I was kinda hoping that one of the flowers would turn into a giant, optional flower boss, and I'm gonna say, I was actually somewhat disappointed when I gave one over ten thousand juice, and it didn't turn into a boss. 

Keep up the hard work, though, I think Juice Galaxy can go from being a good game to a great game with a few tweaks. 

(1 edit)

I wanted to go over a couple things about the primary slot but i wanted to preface by saying that I really do love the game and have been having fun with it for a while.

Firstly, they're pretty useless compared to spells. I feel like spells get higher in damage (i think they scale in damage with the monster level you got it from) much quicker than weapons and I think its mainly due to the fact getting higher weapon damage is more luck based (including finding hard juice because that's really annoying to find, at least for me).  What I mean by luck based is you need to have good damage rolls on the weapon. At higher monster levels I feel like the weapons just become like accessories and whichever has the highest modifier levels are the best, instead of using them as actual weapons. Also, melee in general needs a buff, I feel like I can at least use a projectile weapon with a good damage roll but if I get a melee with a high damage roll its feels lack luster. Btw the derptera is very fun to fight, I think its sick how they fight other enemies. also i really like how they slap things instead of just walking into them.

sorry if this is just rambling

will the size of your character have a impact on the muscle stat (health, arm strength, meele damage)?

hey dev, when is the next update im very curious

(3 edits)

so. a few players have posited the terrifying concept of limiting the stat growth system.


 i would like to hop on to the pile of people who are actually all for infinite scaling, as well as being an enjoyer of the variety of fun stats such as arm strength and flight speed

I think the stats are fine currently, but I think removing any cap would be nice. I've 100%ed everything in the current version and I like to open it up and keep playing sometimes, but it would be nice to have that dopamine incentive to keep investing long-term.

yes

swrly d has awaken

yea

z,,

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