Make stone drills work anywhere, it's really annoying having to build defenses around stone areas. If not anywhere, at least on grass.
E-Dustry: Sandbox Adventure Tower Defense Game · By
1: a massive bossfight that you fight from the inside out, or a boss that's similarly fought like starbound's final boss.
2: dungeon system with scaling enemies
3: bosses actually scaling with difficulty.
4: extra boss phases on certain difficulties (for some "But its not over yet!" vibes)
5: entire secret boss when reaching end of game when starting on hardest difficulty and never staying off.
6: endings depending on which bosses/optional bosses that you defeated :
- - -
6.1: bad ending for switching to peaceful from other starting difficulty (overridden by good ending and above
6.2: neutral ending for killing only required bosses
6.3: secret ending for insta-killing final boss (if there is a final boss)
6.4: creative ending
6.5: good ending for killing at least 2 optional bosses
6.6: best(?) ending for killing all optional bosses
6.7: TRUE ending for killing all optional bosses on hardest difficulty
- - -
7: d o o r s
8: funny easter eggs
New player here. I would love to see a way to configure the fonts. Even if it's just a checkbox that replaces all the fonts with appropriate-sized Roboto from Google Fonts. Right now, the combination of square pixel fonts and comic sans on my screen is the #1 obstacle to readability, which is friction to learning the game. Sometimes, I can have a menu open and be staring right at the info I need and the words just don't register. This doesn't happen to me in other games.
I think the #2 obstacle to readability is probably the transparent backgrounds in the menus. I realize there might be gameplay reasons for wanting to see the action while menus are open, but it would be nice if I could set the opacity myself by adjusting a slider.
But having said that, I've noticed that most of the graphics sliders don't actually do anything. Is this intentional?