Arcen Games

General Category => Starward Rogue => Topic started by: Pepisolo on May 22, 2018, 10:08:46 am

Title: Starward Rogue Unlock Overhaul Brainstorming
Post by: Pepisolo on May 22, 2018, 10:08:46 am
Hey all

So the next big content patch we're lining up for Starward Rogue is an item unlock for every achievement in the game -- so that's around 80 achievements or so. We could do with help on coming up with item ideas that we can implement. The items can pretty much be anything and don't have to be related to any specific achievements, although if anybody has any ideas for item unlocks that might suit a particular achievement, those would be great too.

So, yeah, if anybody has any ideas for items that they'd like to see in the game, please comment and let us know. Cheers!

Title: Re: Starward Rogue Unlock Overhaul Brainstorming
Post by: TheVampire100 on May 22, 2018, 10:18:44 am
I always wanted some weapons that were related to bosses (attack patterns from bosses) but I never really understood how the whole scripting language worked to do that.
It would be cool if each of the perfect boss achievements would unlock a weapon that was inspired by the related boss. Weapon atterns that are similiar to the boss and such stuff.

An example would be, we could make the V-/arrow-like shot from Crystal mother (the green one) as attack with reduced size.

Another idea would be, if you beat the game with an incredibility, you unlock a more powerful version of it.
Title: Re: Starward Rogue Unlock Overhaul Brainstorming
Post by: Pepisolo on May 22, 2018, 10:35:21 am
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I always wanted some weapons that were related to bosses (attack patterns from bosses) but I never really understood how the whole scripting language worked to do that.
It would be cool if each of the perfect boss achievements would unlock a weapon that was inspired by the related boss. Weapon atterns that are similiar to the boss and such stuff.

Yeah, something like that could work. I was thinking that perhaps beating the bosses could unlock a mini familiar version of the boss. Just an outright weapon could work, too, though.

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Another idea would be, if you beat the game with an incredibility, you unlock a more powerful version of it.

Interesting idea! Super incredibilities!? That might be too much craziness to handle but it might work, yeah. Thanks for the idea! :)
Title: Re: Starward Rogue Unlock Overhaul Brainstorming
Post by: Logorouge on May 23, 2018, 02:52:17 pm
Here's a few things I would love to see in the game:

-Swarm Mines (Energy Weapon): Low cost, high firerate, field of tiny low power mines. (Similar to Cluster Grenade in style for the mines)

-Oversol: Picking up healing while full gives temp HP that drop by 1 per new room entered. Incredibility?

-Mystery Solver/Circuit Analyst: Sac item, All mystery circuits effects known.

That last one isn't much of a surprise I guess.  :P
The list would be longer, but I kinda want to try and make some of them before suggesting.
Title: Re: Starward Rogue Unlock Overhaul Brainstorming
Post by: Pepisolo on May 24, 2018, 10:52:37 am
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-Swarm Mines (Energy Weapon): Low cost, high firerate, field of tiny low power mines. (Similar to Cluster Grenade in style for the mines)

Hmmm, I'm not exactly sure what you have in mind, but I've already created a grenade launcher based on the one from SMASH TV which sounds quite similar.  So, maybe I've already created something like that. Maybe!

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-Oversol: Picking up healing while full gives temp HP that drop by 1 per new room entered. Incredibility?

Sounds cool, but I just can't see how I would implement that in the engine currently. It doesn't sound like an incredibility to me, though, just a really nice power up of some sort. Although I've always been a little unsure on what an incredibility should be like.

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Mystery Solver/Circuit Analyst: Sac item, All mystery circuits effects known.

I imagine this would require engine work, although probably very basic. The main reason I'm not too excited about this one is that I really don't like the mysterious circuits...at all! Those need a big overhaul of some kind.

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The list would be longer, but I kinda want to try and make some of them before suggesting.

Sounds good. Cheers!
Title: Re: Starward Rogue Unlock Overhaul Brainstorming
Post by: Logorouge on May 24, 2018, 11:53:28 am
Hmmm, I'm not exactly sure what you have in mind, but I've already created a grenade launcher based on the one from SMASH TV which sounds quite similar.  So, maybe I've already created something like that. Maybe!
It would be closer to the Hornet mine, but you rapidly lay a grid of tiny mines behind/beneath you.
Title: Re: Starward Rogue Unlock Overhaul Brainstorming
Post by: Draco18s on May 24, 2018, 12:51:44 pm
I imagine this would require engine work, although probably very basic. The main reason I'm not too excited about this one is that I really don't like the mysterious circuits...at all! Those need a big overhaul of some kind.

Yeah, they do. :\

The only system I can really compare it to is the scrolls and potions in Pixel Dungeon (which, yes, I realize points back farther all the way to Rogue). The main reason it works in Pixel Dungeon comes down to four things:


Starward Rogue's mysterious circuits on the other hand are:
[/list] <-- no, I can't edit that out.
Title: Re: Starward Rogue Unlock Overhaul Brainstorming
Post by: Logorouge on May 24, 2018, 02:10:50 pm
The only system I can really compare it to is the scrolls and potions in Pixel Dungeon (which, yes, I realize points back farther all the way to Rogue).
It's much easier to compare it to Isaac's pills. Starting from there, the big problem with Starward (like you mentioned) would be their rarity vs the size of the existing selection. But that's an easy fix. Cut the fat, making sure unknowns are worth the risk and add new sources that can drop the circuits. Easy peasy. :) (Probations were in worse shape than that.)
Title: Re: Starward Rogue Unlock Overhaul Brainstorming
Post by: Draco18s on May 24, 2018, 05:07:35 pm
It's much easier to compare it to Isaac's pills.

Yeah, so I've heard, but I've not played Isaac.
Title: Re: Starward Rogue Unlock Overhaul Brainstorming
Post by: Logorouge on May 24, 2018, 05:30:29 pm
Yeah, so I've heard, but I've not played Isaac.
Ah, yeah, that would make it pretty hard to compare. Well, they're very similar, except that said pills are very easy to come by, so identifying one is almost always worth it because you're bound to see it a few more times. Another thing is that the pills are less risky, because they're divided between beneficial/useless/harmful. So the bad ones aren't that common. The circuits are more 50/50 between good and bad, with some of the beneficial ones being arguably useless. Edit: Turns out the number of harmful circuits depends on the difficulty.
Title: Re: Starward Rogue Unlock Overhaul Brainstorming
Post by: Misery on May 25, 2018, 04:03:40 am
The Mysterious Circuits were originally supposed to be something very different.  REALLY early on in development the idea of unidentified items came up, and I discussed it with Chris a lot.  NORMALLY, I loathe the mechanic, but I knew of a game (Baroque, on the Wii and PS2, basically the game that got me into the roguelike genre in the first place) that did it in what I thought to be the RIGHT way, so I'd wanted to do a similar system here.

Of course, the items as a whole evolved in a very different direction, and thus the concept was mostly thrown out, but the Circuits are a leftover relic of that mechanic.  The final version of the circuits is almost identical to how Isaac's pills work (at the most basic level, anyway), as Logorouge mentions.  I don't remember whose idea that bit was.  But yeah, they didn't come out all that well... nowhere near as refined as Isaac's.


As it is, there are a few reasons why Isaac's pills work, VS what is wrong with these.

1.  In Isaac, there is a very large number of different pills, however a huge part of why they work is that each time you start a new run, a small set of pills is randomly chosen out of that overall list, and only those pills appear during the run.  The pill selection in each run is usually pretty even... there are good pills, bad pills, and pills that are sort of neutral or somehow just screwy (like one that takes the number of bombs and keys you have, and switches them... it's not "good" or "bad", but it can help, or it can hurt, depending on the situation).  I think this system of selection is a huge part of why Isaac's pills work as well as they do.

2.  Pills in Isaac are very common.  You're going to encounter lots of them on each run, and there are all sorts of items that can influence how many you find, and even active items that can just keep spawning more for you.  So if you're having a run where you know you've got a particularly good set of pills available, you can try to go for items that then improve your chances of getting even more.  Pills are frequent finds in normal rooms, sometimes they're a room reward, and almost all shops will have a random pill for sale.

3.  There are items that can influence pills in different ways.  For instance, the PHD item alters the run's current selection of pills, removing all negative ones and instead having mostly positive with a couple of neutrals, and it identifies all of them for the rest of the run.  This item can actually be found in shops, making it a little easier to get than if it were in any other pool.  Or you might have something that can perhaps reroll pickups (anything like hearts, keys, coins, pills, cards, all of those are pickups) into other things.  You have a lot of options with these, and pills are a major game mechanic, not something that sits on the side.

4.  Pill effects range from weak but noticeable, to very strong.  One pill for instance can will give you three blue flies... little familiars that seek out enemies, and crash into them, doing solid damage but dying in the process.  Just 3 blue flies isn't a very strong effect by itself, but it's still noticeable and you're always glad to have some.  Whereas strong ones might do things like increase your fire rate or other stats permanently, give a heart container, or spawn numerous soul hearts (special hearts that allow you to extend your HP past it's maximum).  Negative ones are similar in terms of how weak or strong they can be.  A weak one might paralyze you for 3 seconds... not too bad.  A nasty one might permanently lower your fire rate, or destroy your minimap for the rest of the level (basically the most bloody irritating thing in the game, as far as I'm concerned... let's NOT do that one).

5.  The list of pills overall is pretty well balanced.  It's clear that a lot of thought went into these.

6.  The list of pills is LONG.   Can be seen here, if you're interested:  https://bindingofisaacrebirth.gamepedia.com/Pills       Over 40 of the things if you have both expansions... that's quite a lot.  If you're playing Rebirth by itself, each run will contain 9 pills from that list.  If you have Afterbirth, it is upped to 13.   Pill colors are randomly assigned, of course.  The nice thing about all of them from a design standpoint is that none of the effects they produce are actually complicated... they really don't need to be.

Whereas the similar mechanic in Starward doesn't really have these aspects.  It's very clearly an unfinished part of the game, but I'd really love to improve it and encourage players to use them. 



I always wanted some weapons that were related to bosses (attack patterns from bosses) but I never really understood how the whole scripting language worked to do that.
It would be cool if each of the perfect boss achievements would unlock a weapon that was inspired by the related boss. Weapon atterns that are similiar to the boss and such stuff.

An example would be, we could make the V-/arrow-like shot from Crystal mother (the green one) as attack with reduced size.

Another idea would be, if you beat the game with an incredibility, you unlock a more powerful version of it.


Yeah, some boss-inspired items/whatever are coming.   Looks like I'm going to be making some of them myself.... that should be "interesting".  I'll try not to break anything.  Keyword there is "try".  But I'm excited to give it a go.
Title: Re: Starward Rogue Unlock Overhaul Brainstorming
Post by: Pepisolo on May 27, 2018, 11:42:30 am
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It would be closer to the Hornet mine, but you rapidly lay a grid of tiny mines behind/beneath you.

Ah, right. Something like that might work, yeah. Maybe you can take a crack at creating that, as I know you're getting into the item stuff lately.

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It's much easier to compare it to Isaac's pills. Starting from there, the big problem with Starward (like you mentioned) would be their rarity vs the size of the existing selection. But that's an easy fix. Cut the fat, making sure unknowns are worth the risk and add new sources that can drop the circuits. Easy peasy. :) (Probations were in worse shape than that.)

Honestly, if it were an option I'd probably just get rid of the whole concept of mysterious circuits, it just seems like there's too much overlap with consumables, they don't appear often enough, having them only sometimes unidentified just seems to confuse players, the current roster of circuits is just plain bad...basically, there are so many issues that we're going to pretty much need to redo the whole concept from scratch to make it work. As for increasing how often they appear, we've actually already done that in the past, so I'm not sure how much more we can increase how they often appear without pretty much forcing them onto the player.

If we were to overhaul them then I'd rather go in a bit of a different direction and perhaps convert those to something more like mutations, which is a fairly rogue-like thing. These are similar but every circuit would be more like a permanent passive rather than also possibly being another type of consumable. I really doubt that we're going to be able to make the circuits appear regularly enough for the player to enjoy playing the whole identification game -- why? I haven't actually analysed that so I'm completely not sure, but perhaps the floors are just too big and we have too many other competing items. For a possible mutation example, off the top of my head let's say that one of the circuits is an Angel Circuit, that would make your mech sprout wings and perhaps give complete immunity to floor traps. Another could be the Hulk Circuit, which would  turn your mech green, increase your size and give you a damage boost. Something like that.

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Rare. Even if you identify one, the likelyhood that you run into a second copy of that exact same circuit is vanishingly small

Yes, this is a big problem, and I don't really want us foisting the circuits onto the player in order to try make the identification game work, so I don't really see a fix for that. It seems like SR just isn't suited for that kind of identification game to work, so I would just get rid of the concept.

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The Mysterious Circuits were originally supposed to be something very different.  REALLY early on in development the idea of unidentified items came up, and I discussed it with Chris a lot.  NORMALLY, I loathe the mechanic, but I knew of a game (Baroque, on the Wii and PS2, basically the game that got me into the roguelike genre in the first place) that did it in what I thought to be the RIGHT way, so I'd wanted to do a similar system here.

Of course, the items as a whole evolved in a very different direction, and thus the concept was mostly thrown out, but the Circuits are a leftover relic of that mechanic.  The final version of the circuits is almost identical to how Isaac's pills work (at the most basic level, anyway), as Logorouge mentions.  I don't remember whose idea that bit was.  But yeah, they didn't come out all that well... nowhere near as refined as Isaac's.

Yeah, perhaps it might be worth revisitng your original Baroque concept? 

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3.  There are items that can influence pills in different ways.  For instance, the PHD item alters the run's current selection of pills, removing all negative ones and instead having mostly positive with a couple of neutrals, and it identifies all of them for the rest of the run.  This item can actually be found in shops, making it a little easier to get than if it were in any other pool.  Or you might have something that can perhaps reroll pickups (anything like hearts, keys, coins, pills, cards, all of those are pickups) into other things.  You have a lot of options with these, and pills are a major game mechanic, not something that sits on the side.

This seems like another good reason to scrap the mechanic for SR -- we simply are not going to have the resources to make the pill style circuit an integral part of the game, even if that were possible at this stage. For SR they are always going to be a side concern.

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Yeah, some boss-inspired items/whatever are coming.   Looks like I'm going to be making some of them myself.... that should be "interesting".  I'll try not to break anything.  Keyword there is "try".  But I'm excited to give it a go.

Yep, I'm actually working my way down the boss list (according to the boss test chambers) and so far have 11 created down to Metal Legion. Unfortunately, I had problems creating a weapon based on that big V arrow of Crystal Mother (which Vampire wanted) so I had to base that bosses weapon on a different attack pattern, although I might revisit that at some point.
Title: Re: Starward Rogue Unlock Overhaul Brainstorming
Post by: Misery on May 27, 2018, 06:02:19 pm
Yeah, perhaps it might be worth revisitng your original Baroque concept? 

Nah, it wouldn't work without pretty much redesigning half of the game.  The mechanic in Baroque worked partly due to the fact that *every* item in that game was involved in it, not just a specific type.  Among other issues.
Title: Re: Starward Rogue Unlock Overhaul Brainstorming
Post by: Logorouge on May 27, 2018, 11:16:55 pm
So...do I add Circuit Overhaul on my notepad?
Title: Re: Starward Rogue Unlock Overhaul Brainstorming
Post by: Pepisolo on May 28, 2018, 09:59:32 am
So...do I add Circuit Overhaul on my notepad?

Feel free, although I think in this instance we should also seriously consider just removing them from the game at the same time as we add in all the unlock stuff. I really just think that they're actually detracting from the game, every time I see one in a run I cringe. I don't think there's a single circuit that players will miss not having in the game, they're really just padding the game out with bad content at the moment.
Title: Re: Starward Rogue Unlock Overhaul Brainstorming
Post by: Draco18s on May 28, 2018, 11:59:30 am
I don't think there's a single circuit that players will miss not having in the game, they're really just padding the game out with bad content at the moment.

Eh, I would convert a handful (three?) to standard consumable items.
"Gain 20 credits" is a nice boon early-game. Especially as I'm not opening robot shops on the first floor because I don't have the requisite minimum 40 credits to BUY A FRIEND (so why waste a keycard?).

(It used to be minimum 30, but somehow the first floor drones got more expensive with our latest additions, I now regularly see 40, 50, and 70 credit drones on the first floor)
Title: Re: Starward Rogue Unlock Overhaul Brainstorming
Post by: Logorouge on May 28, 2018, 01:22:25 pm
(It used to be minimum 30, but somehow the first floor drones got more expensive with our latest additions, I now regularly see 40, 50, and 70 credit drones on the first floor)
The only times I buy those on the 1st floor is when I go for the Blood Money sacrifice. An early crystal drone is pretty hilarious.

As for the circuits, I could give them the same treatment as the probations but we could also convert them into something else. For the positive ones, I'm thinking of powerup-like uncommon drops from enemies you could get during fights. Getting a temporary frenzy/firerate boost like that for example would be much more exciting I think.
Title: Re: Starward Rogue Unlock Overhaul Brainstorming
Post by: Draco18s on May 28, 2018, 02:29:26 pm
(It used to be minimum 30, but somehow the first floor drones got more expensive with our latest additions, I now regularly see 40, 50, and 70 credit drones on the first floor)
The only times I buy those on the 1st floor is when I go for the Blood Money sacrifice. An early crystal drone is pretty hilarious.

My problem is, I tend not to see another robot shop again until floor 4. :\
It's like "stop teasing me, game!"

As for the circuits, I could give them the same treatment as the probations but we could also convert them into something else. For the positive ones, I'm thinking of powerup-like uncommon drops from enemies you could get during fights. Getting a temporary frenzy/firerate boost like that for example would be much more exciting I think.

Oh that could be neat.
Title: Re: Starward Rogue Unlock Overhaul Brainstorming
Post by: Misery on May 29, 2018, 12:39:03 am
Aye, the circuits can be safely removed or transferred into some other mechanic.  They really are just a broken remnant at the moment so they aren't accomplishing anything in their current state.
Title: Re: Starward Rogue Unlock Overhaul Brainstorming
Post by: Fluffiest on October 01, 2018, 06:51:11 am
I have a few ideas for overhauling Mysterious Circuits.

The easiest fix: Drop the "unidentified" aspect. Throw out all the detrimental circuits, and fold the helpful ones into existing consumables and/or passives.

The easy fix: All Circuits are unidentified when you start a new save file, but the first time you use them, that circuit will become identified for every future run on that file. This turns them into a form of progression between runs. Since all runs on a save file happen in the same "continuity", just with different heads in the mech, this makes sense - the Hydral can keep a recording of what happens every time it tests out a new circuit.

Complete overhaul idea #1 - double-edged sword:
In short, having one is bad. Having two is a toss-up. Having three or more is good, and it only gets better the more you collect. The idea is that the circuits aren't really compatible with your mech, but they are very compatible with each other, so you need several of them to unlock their potential. If you pick one up, you're kind of committing to hunting for more.

(Example harmful effects: Chance to take +1 damage from hits, chance for hits to bypass shields, damage temporarily reduces movement speed, damage temporarily reduces rate of fire, damage causes loss of energy, damage has a chance to consume a missile, enemy shots knock your mech back, increased damage from environmental hazards, reduced mercy invulnerability)

The positive effect - since you need two circuits to even see it - probably shouldn't be random. I'm thinking something like greatly boosted critical hits, since that's the closest I can think of to the sort of advantage that improved circuitry might give you (identifying enemy weak points), and you can make it highly visible.

Complete overhaul idea #2 - AI circuitry

Mysterious circuits only ever have a beneficial effect, but they also house a malignant AI that will try to take over your mech. Extra "glitch" enemies will start appearing in rooms, and get steadily nastier the more circuits you have. If you have five circuits, then at the end of the run you get to fight an extra "glitch" boss as the AI makes one last attempt to take over. This is sort of the reverse of overhaul #1 above, in that they start off mostly beneficial and get more troublesome the more you have.

Circuit effects should aim to be *visible* above all else - +10% damage is good, but it's a bit hard to tell it's happening outside of boss fights. Circuit effects should be passive, because nobody wants a one-off effect that makes the entire rest of the run harder.

While this is cool and thematic, it's also the most time-consuming to implement, especially the "extra boss" thing.
Title: Re: Starward Rogue Unlock Overhaul Brainstorming
Post by: Fluffiest on October 01, 2018, 09:48:55 am
For each of the "kill final boss with X mech" achievements, I'd like to see a pickup that gives you a mini version of that mech's special power.

AchievementItem nameDescription
Kill Final Boss With White Gloss MechWhite Gloss PaintAll your above-average stats are reduced by one. All your below-average stats are increased by one. Then, gain two health.
Kill Final Boss With Flame Tank MechFlaming Tank of MissilesGain double missile capacity and an immediate full refill of missiles, but halve energy capacity.
Kill Final Boss With Indigo Dipole MechMagnetic MonopolesYour secondary weapon repels enemy shots.
Kill Final Boss With Green Envy MechEnvious Imp-1 health, -1 missile capacity, enemies have a chance to drop credits or keycards.
Kill Final Boss With Deep Blue MechDeep ContemplationReduced rate of fire on primary weapon but increased energy capacity and more powerful drones.
Kill Final Boss With Redshift MechRetired ShiftworkerTime slows down when you're not moving.
Kill Final Boss With Humble MechHumble BragGain a damage boost every time you buy something from a shop.
Kill Final Boss With Alpha MechAlf's Budget AIRandomized perks and a small boost to XP rate.
Kill Final Boss With Penumbra MechPenultimate WeaponGreatly increased damage on primary weapon, greatly reduced health.
An Entourage Befitting a HydralNeinzul MicrohiveFiring a missile spawns a short-lived Neinzul Youngling that acts as a drone.
UntouchableMC HammerGain a damage boost that goes away when you take damage but is refreshed when you enter a new room.
NoncommittalPolyarmouryPermanently replace your consumables slot with a second attachment slot. Press the "use consumable" button to switch them around so you can choose which to replace when you pick up a new attachment.
Conspicuous NonconsumptionVow of PovertyYou lose all your credits and no more will spawn for the rest of the run, but shops will always have one item they will give you for free.
SafariHunted to ExtinctionConsumable. Next time you kill an enemy, no further enemies of that type will spawn in this run.
Do you actually have any cheese?Cheesed OffAngry shopkeepers will spawn as enemies, and drop large piles of credits when they die.
Perfect Clear: All Mini BossesHandicap MatchMiniboss rooms contain two minibosses.
Unlock All ItemsParadox...wait, an item you can only unlock by unlocking all items? What is this, some kind of j-*boom*

For each of the "boss perfect clear", I'd ideally like a weapon reminiscent of that boss's attacks. I'm not sure what to do with the "Kill Super-Final Boss with X Mech" achievements.

"Find All Items" is a terribly awkward achievement to get, so I'd honestly prefer it didn't unlock anything.
Title: Re: Starward Rogue Unlock Overhaul Brainstorming
Post by: Draco18s on October 01, 2018, 04:29:27 pm
For each of the "boss perfect clear", I'd ideally like a weapon reminiscent of that boss's attacks. I'm not sure what to do with the "Kill Super-Final Boss with X Mech" achievements.

You will like what was done.

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"Find All Items" is a terribly awkward achievement to get, so I'd honestly prefer it didn't unlock anything.

There's a neat unlock for it, but that possibility is still on the table (we're even having problems verifying that it can be done).
Title: Re: Starward Rogue Unlock Overhaul Brainstorming
Post by: Fluffiest on October 02, 2018, 05:08:41 am
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"Find All Items" is a terribly awkward achievement to get, so I'd honestly prefer it didn't unlock anything.

There's a neat unlock for it, but that possibility is still on the table (we're even having problems verifying that it can be done).

Can you change that achievement so it's "encounter all items" rather than "pick up all items"? There's a bunch of items I might never pick up because I'll read the tooltip and then decide I don't want them.
Title: Re: Starward Rogue Unlock Overhaul Brainstorming
Post by: Draco18s on October 02, 2018, 04:32:00 pm
Can you change that achievement so it's "encounter all items" rather than "pick up all items"? There's a bunch of items I might never pick up because I'll read the tooltip and then decide I don't want them.

That's not the problem.
And I don't think I can do that, either.
Title: Re: Starward Rogue Unlock Overhaul Brainstorming
Post by: Pepisolo on October 02, 2018, 09:41:18 pm
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The easiest fix: Drop the "unidentified" aspect. Throw out all the detrimental circuits, and fold the helpful ones into existing consumables and/or passives.

That's exactly what we have done for the upcoming patch, actually! :)

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The easy fix: All Circuits are unidentified when you start a new save file, but the first time you use them, that circuit will become identified for every future run on that file. This turns them into a form of progression between runs. Since all runs on a save file happen in the same "continuity", just with different heads in the mech, this makes sense - the Hydral can keep a recording of what happens every time it tests out a new circuit.

Interesting idea. That may work if we bring the circuits back in the future. That would fix the issue of the player not encountering enough circuits in a run to be meaningful, yeah.

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In short, having one is bad. Having two is a toss-up. Having three or more is good, and it only gets better the more you collect. The idea is that the circuits aren't really compatible with your mech, but they are very compatible with each other, so you need several of them to unlock their potential. If you pick one up, you're kind of committing to hunting for more.

Definitely an interesting new mechanic.

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Mysterious circuits only ever have a beneficial effect, but they also house a malignant AI that will try to take over your mech. Extra "glitch" enemies will start appearing in rooms, and get steadily nastier the more circuits you have. If you have five circuits, then at the end of the run you get to fight an extra "glitch" boss as the AI makes one last attempt to take over. This is sort of the reverse of overhaul #1 above, in that they start off mostly beneficial and get more troublesome the more you have.

Another cool mechanic. It's also reminiscent of the glitchy bots from Bionic Dues. Implementation might be a problem with our current coding resources, though.

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For each of the "kill final boss with X mech" achievements, I'd like to see a pickup that gives you a mini version of that mech's special power.

Actually the unlock overhaul is already 99.9% complete. What we've gone with are items that are mostly themed to the mechs in question. The Flame Tank has a Fire Sword as an unlock, for example. Warhog has an assault shotgun and pickup that acts as an emergency cache of missiles. The Indigo Dipole has a gravity based shotgun etc.

It seems like you have a few good ideas for items in your list, although unfortunately none will probably make it into the overhaul, just because the overhaul is already 99.9% complete. We can certainly keep your ideas in mind, though. Personally I like Envious Imp, Retired Shiftworker, and Vow of Poverty. Those might also be currently feasible in the engine...maybe!

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For each of the "boss perfect clear", I'd ideally like a weapon reminiscent of that boss's attacks. I'm not sure what to do with the "Kill Super-Final Boss with X Mech" achievements.

As Draco says, you should be pretty happy with what we'v come up with for the boss perfect clear rewards then. :) As for the Kill Super-Final Boss with X Mech achievements, we have more powerful mech themed items.

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"Find All Items" is a terribly awkward achievement to get, so I'd honestly prefer it didn't unlock anything.

Yeah, we were half thinking about doing that before I read your recommendation, now it seems very likely that's what we're going to do. Just leave it without a reward since it's so difficult to get.

Thanks for your feedback. Sorry that it's a bit late for us to implement any of your suggestions. Currently the build is pretty much in lockdown in terms of new items and we're looking to push it soonish. Cheers!
Title: Re: Starward Rogue Unlock Overhaul Brainstorming
Post by: Fluffiest on October 05, 2018, 09:47:47 am
Thanks for your feedback. Sorry that it's a bit late for us to implement any of your suggestions. Currently the build is pretty much in lockdown in terms of new items and we're looking to push it soonish. Cheers!

No worries at all, I thought it might be but I wanted to give feedback anyway, just in case. More unlocks are always good in a game like this.