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The plan is to tune the speed and sensitivity a lot lower than it is now. Slower combat, less enemies but more dense with a revamped map so we can also fine tune the combat and make it more impactful with floating damage numbers for example.

I love me some floating damage numbers. Sounds cool. I do like the epic scale of the map, but I did read through problems someone else faced with falling down and calling it there. Truth be told I did fall off the first stair well, but I wanted to see what was up there so I ran all the way back up. It does seem like having some kind of shortcut back up like a gravity cannon or something would be helpful.

Hard agree on this and something I foresaw happening.

The stairs are cool in a cinematic level but our implementation of it was simply not fun.

We messed up there but plan on fixing it on our revamp.


Now imagine testing those stairs originally over and over haha.

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Haha, I can imagine. That's so funny because yeah testing the stairs is immediately a red flag, you had to have been like, "We gotta do something about this!"

It makes me think of how the devs of TotK came up with Ascend, they were like it's annoying to try to climb out of these holes, just add a debug thing that let's you essentially teleport out. I could imagine you would do the same thing, off the top of my head you could create a teleporter for each set of stairs that keeps track of how high up you climbed ever and it moves an empty object to keep track of it, so if you happen to fall half way up, you will see a teleporter entrance at the bottom of the stairs that will instantly teleport you back up to the last known height of the stairs you went to, or if you don't care about keeping track of last known height you can just make a trigger at/near the top that opens up the center column of the elevator which is the previously mentioned mancannon or even a simple elevator that just takes you to the top, quickly.

Another suggestion I just thought of but I had thought of it before, the camera should be a little bit delayed/damped behind the player's y axis, that way running up stairs and jumping don't feel too crazy.