🤑 Indie game store🙌 Free games😂 Fun games😨 Horror games
👷 Game development🎨 Assets📚 Comics
🎉 Sales🎁 Bundles

Swords and Universal Damage Capability

A topic by LichPotato created Mar 31, 2017 Views: 147 Replies: 4
Viewing posts 1 to 4
(+1)

Having played this game for awhile, I'm a little bothered that the swords are only capable of damaging anything when being actively swung; you can't impale a robot by just running at it, and vice versa. I'm not sure how easy it would be to implement (or what it would do to the game's balance, for that matter), but I think it would make quite a bit more sense if the sword was always dangerous on contact, rather than only when swinging.

That leads to an interesting question: what about the swords lying on the ground from destroyed robots? I have two ideas in this regard: first, what if the abandoned weapon was still capable of destroying voxels? Having to watch out for them as a given stage progresses would provide an interesting, unique challenge, in my opinion. Another option, if the aforementioned challenge is too much, would be for the sword to simply "switch off", leaving a harmless handle on the ground.

Both of these, I think, would add a significant element of intuitiveness (is that even a word?) to the game, and would make the experience quite a bit more enjoyable.

Then, we would have the following master strategy: Jetpack while looking down. Impaling, impaling, impaling, impaling, impaling, robot death, robot death, robot death...



Yeah... kind of like that. Like the idea, though.

Well if you looked down, you may or may not hit one of the enemy legs the enemy's blade would definitely hit your head.

If you look straight ahead they could still parry you even if you're not swinging.

this could be fun because of one thing: the kick upgrade. figure it out :)

Another option, if the aforementioned challenge is too much, would be for the sword to simply "switch off", leaving a harmless handle on the ground.

Either that or a very dim plastic toy sword.