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xr57p (Development)

A minesweeper-meets-chess rogue-like-ish space adventure · By bones7242

Bugs Sticky

A topic by bones7242 created 22 days ago Views: 25 Replies: 3
Viewing posts 1 to 2
Developer

This is a thread for known bugs in the current build

(+1)

Not sure if this is intentional, but orange auto-turrets upgrade from yellow and, as the tooltip states, you can add red to upgrade from there, but it seems strange that adding more yellow clears them and resets back to Lvl 1 as normal orange tiles.

Also, you can combine tiles directly with hidden ones in the fog and it will just reveal and create the upgrade in one step, which may risk mistakes. However,  could think about keeping it in and have it be a risk/reward situation, like making tiles start at level 2 when you do it blindly?

Developer (1 edit)

Yes! These are great finds and both need to be addressed, i think . Thanks for posting.

Re: upgrading oranges…

the auto turret / ray gun level reset when dropping a new yellow was intentional, but i don’t like it and play testing at CCS confirmed it sucks. My idea was i wanted to have one color “switch” the orange tile type and one color “upgrade” the tile.  Eg yellow switches between ray gun vs. auto turret, red upgrades each type. I thought that resetting the upgrade level would be a cost that makes the decision to switch more impactful  (ie: “i already paid a few reds to charge up my turret, i could switch to a ray gun which has unlimited ammo, but do i want to go back down to level 1 ray gun?”).  But i think in practice it is frustrating and confusing. 

One solution would be: upgrade level never resets, so if you switch between weapon types you always keep the same level. So if i upgrade my turret to level 5,  i can switch it to a ray gun and then switch it back to a level 5 turret without resetting to level 1.  (Something else that might be a little confusing in the current build is that ray guns don’t do anything better if upgraded, so why waste levels upgrading them? I was thinking they should be upgradeable too in the future (like ability to destroy mountains), and was trying to create a system that allowed that.)

Another solution could be tying the colors directly to a weapon type. Eg: if you add yellow it always swiches it to a turret or upgrades the turret. If you add red, it always switches it to a gun and upgrades the gun.  This would be a little more straight forward, but it would not scale up if there were 3, 4, or 5 different types of orange tiles; it would be locked into a 2-upgrade tech tree. 

Another background issue is that this is all coming out of me trying to find a solution where you choose your weapon type and upgrade it by dropping tiles in the same primary action as the rest of the game (left click, drag, drop). I think that would be elegant if achievable. If not, the upgrading could be done by some totally different mechanic, like: just right-click to open a menu to change weapon type (rather than dropping a particular type of tile).  I could see a system where you drop as many reds and yellows as you want on the tile, it keeps track but doesn’t change type (this tile contains 2 yellow and 3 red), and then you right click to open a menu and select a weapon type based on the cost associated with each weapon (maybe a turret has a base cost of 2 yellow, and consumes reds as ammo).

Developer

re combining into the fog:

yeah i think that’s a bug. You’re right it does creat a little risk/reward but I’m thinking it could just be removed.