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Here's the first part of my proposal for the v0.2 Redesign. Part 2 will be out-of-combat and leveling, and part 3 will be alternate ideas. I'd like to get both done next week, but who knows!

Most of the feedback honed in on four main problems: 

It's hard to tell what's going on. This is just solved with reworking the UI and putting good animations in. There will be more of this in Part 2.

There's no stakes because victory is inevitable. I thought a long time about the idea of a lose condition and I still don't like it. With running enemies, and rewards for fast clear times, I want the player to have reasons to act quickly and try their best. I'll revisit lose conditions in part 3.

Wait times are too long. In general, I agree. I want to shorten the weight times. This is also mitigated by the item system, and by all support abilities (including the new armor functionality) reducing timers. There are also some ideas in Part 3 that might be interesting.

Keeping the Priestess light is OP. I don't think the healer being strong is necessarily a bad thing. Healers are good. But I want to there to be multiple different strategies, and I want to Priestess to get heavy at some point. So now her resetting power is slightly reduced, and shared with at least one other character. And now supporting accumulates weight too.

Please let me know what you think of these! And look forward to Parts 2 and 3!

Files

Previews only

Comments

Snaccaca

perhaps the pristess heal gets stronger if shes heavy? so like longer cd for the weight timer, but a much more powerfull heal? perhaps at super high weoghts it turns into a group heal?

Redd2368

I like the idea of the priestess getting heavy when she heals. That way it's harder to keep her thin

Redd2368

Making more dairy type monsters would be good too, as far as I know there's only the butter witch

Jared Kuczynski

Very good edits in my opinion. Can't weight until they are implemented.

bewildered_angel

Yes this is definitely something that has to be rectified in level design. Requiring the Priestess to fight more will make her less of a healbot

Redd2368

Yeah for sure, when I played I never used the priestess to fight and it was always more viable for her to not be fat

Elise K

(Apologies in advance for such a long comment.) Supporting everything said about the priestess so far. All of these proposed changes I agree with, and I especially like the AoE concept and the movement of the enemy stats to underneath their icons. They have been difficult to read and keep track of up to this point. I would like to see a more distinct health meter penalty from enemy attacks, though. One possibility would be a system wherein dropping to 0 HP would result in a K.O. which can only be removed by a long-cooldown healing ability and/or some type of item, and which would cause the failure of a level if the party wipes. And in the event of a party wipe, I think it'd be cool if there was some sort of gameplay continuity. The wipe could cause the adventurers keep the weight that was gained during the failed level, but not allow the option to spend it until a successful level completion, with the added condition that, if the player goes directly back into the level they just failed, the strength of buffs, items, and/or some attacks are boosted for that specific attempt. The boosts wouldn't be applied if the player went back to replay a lower level. They also wouldn't compensate completely for the longer cooldowns, but would be strong enough that players are encouraged to take another stab at the failed level with the potential of greater reward, instead of simply returning to an easier level simply so that they are able to spend the weight from both afterwards.

nicNAC500

These all sound great to me; if you do include a formation mechanic, I would suggest some way to rotate your party tween stages, like an option to choice party position as well as party members I would be curious as to if you want to make it a multiplier for great times (and get ridiculous gains) or make it percentage based to keep it balanced?

bewildered_angel

Thank you!!! There will be ideas for lose conditions like this in Part 3, which will discuss ideas I'm still on the fence about.

bewildered_angel

Yes there will you'll have control over party composition but the player's character positions will not really be as meaningful because enemies still target their attacks based on what stat they want to debuff. As for the rewards I think multipliers are really fun, but you're right they might be pretty unbalanced. I'll probably try them both out and see which one I like better.