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Feedback regarding balancing Sticky

A topic by Dreadskull created 10 days ago Views: 14 Replies: 2
Viewing posts 1 to 2
Developer

Feel free to discuss balancing in terms of damage, health, platforms, shrines, pickups, abilities, mechanics, etc. I will be making a lot of adjustments regardless, but if there is anything that really stands out right now.

This is an awesome demo that really shows the concept!

Pros

  • I enjoyed the level progression, that as time goes on, you can ascend to the next platform or stay lower and farm until you feel ready to ascend.
  • I like the idea of the power-ups and that you have the option to take them or not.
  • The random chest spawns and hearts that you can pick up added a fun aspect to the game. I feel like they were important secondary objectives.
  • I like the different enemy types and can see real potential to make them a bit unique.

Cons

  • I wasn't a huge fan of the "reload"/"CD". It doesn't feel good when I'm waiting for my character to reload. Either make it a bit faster off the rip, or get rid of it altogether.
  • Most of the power-ups that were offered didn't feel strong enough for the debuff to be worth it. Perhaps that was a skill issue, but I opted out of taking them most of the time.
  • The enemies felt overwhelming at the start, I think the ramp of difficulty should be much lower when you first start.

Overall, really impressive start right out of the gate. I can see this project having the potential to rival other bullet hell games. Well done!

Developer (2 edits)

Thanks for the feedback. Yeah I agree with the points you made. I was already on the verge of nerfing down the difficulty a bit anyway. As for the shrines, they might get a small boost to the positive modifier, but eventually in a longer run you will encounter a lot of those so I wanted to start off conservative. Definitely worth revisiting that balancing again though.