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GameplayerMcGee

6
Posts
A member registered 10 days ago

Recent community posts

I did, I've made it to main deck 8 but died before I could escape 馃槩

Sidenote, I noticed the credit payout for taking out high level void enemies far surpasses the bonus points you get for items or for killing basic enemies, but i wasnt sure if many players get that deep so I wasn't sure if that is actually a problem, or if it is just a feature. 

Oh man, i hope my suggestions are good 馃槵

Ok!

Removing the 1 hit kill damage threshold may require lowering hp of main deck enemies.

Bug issue: mine layer causing crashes. It seems like when i use the mine layer to score kills, it corrupts something in my game file  causing the level to crash either after killing 6ish enemies with mines. 

Also maybe the time crystal thing that adds a turn seems to be linked to crashes.

A few balance suggestions:

1.  Get rid of the 1 hit kill feature for guns. The flamethrower, explosive launcher, and bullets that pierce through and hit the enemy behind the first target all insta kill any enemy. This is hugely imbalancing for the leveling system. There is no point in putting points into accuracy if late game weapons do infinite damage. There is also no point in leveling strength if firearms do infinite damage. With 1 KO guns the only viable build is perception.

2. Strength should increase max AND min damage. My end game melee weapons are dealing an avg 21 per hit with a melee build. End game guns leveled deal ROUGHLY avg 70/ shot, assuming they arent 1 hit KO.  That outclasses melee so much it makes strength builds pointless. Yes, melee benefits from not running out of ammo, but it is so weak that the extra time spent fighting an enemy drains your O2 and Mind stats.


3.  MAYBE --- Reduce the gun drop rate and increase ammo capacity for guns by a proportional amount. Right now, because end game guns are so powerful, there is no point in boosting accuracy, when you can just find a top tier gun instead. Dumping everything into perception ensures a steady supply of top firepower and renders accuracy pointless. Making it harder to find guns, but also increasing ammo to ensure guns are still viable, might make Accuracy a more valuable skill relative to perception.