- Only being able to fire in the cardinal directions while my enemies can fire in any direction is a tad infuriating.
Annnnd....deal breaker.
A Wizard's Lizard had this problem and that was the point at which I said "nope" and quit; I hadn't even bought the game yet! I was watching a Let's Play ("WTF is...?)
I completely agree that in a side scroller it's fine (hell, I love Rogue Legacy and Risk of Rain), but top down is just Capital-N No.
- No descriptions of anything in the shop before I buy it? I have yet to buy anything, then. With items I pick up, at least I can put them back down again for the most part.
Yuck.
As the bit with the direction restrictions go, I think one problem is if people go into it with the mindset of a "shooter" more like Nuclear Throne; a game like NT is, well, the shooting is all it has; it just outright doesnt HAVE anything else, so absoultely every element focuses on this. It makes perfect sense, in that game, to be able to fire in literally any direction at all. Isaac, though, was never designed that way to begin with. Every now and then I hear someone brand it as a "twin stick" game, but it really just isnt.
Not to mention that I think the game takes at least some inspiration from the shmup genre, and I dont mean stuff like Geometry Wars. Heck, Edmund (developer) had stated at one point that his original vision for the game was that it was going to be alot more of a bullet-hell experience. However, Flash would have just plain imploded if he'd try to do that, so alot of ideas for enemy patterns and such were toned down and made more "traditional". In a traditional shmup (and bullet-hell ones actually), you can shoot in ONE direction. Most of the time. Controlling the direction the player shoots in makes it somewhat easier to design patterns, which is something I say out of experience. Designing INTERESTING patterns in a game when the player can attack from literally any direction is.... much harder, to put it mildly. And also kinda frustrating. And then you have to add additional calibration to compensate for that, if you're trying to create patterns that are whatsoever complicated. Not to mention the current method works within the game's overall structure, as in, the way layouts are. And playing this, and comparing it to everything I've seen from THAT genre, I see *alot* of design similarities, including attack pattern concepts that frankly fall apart if full directional shooting would be added. Hell, there's one boss in particular, the Haunt actually, that displays this problem. Most players never, ever think to try an angled attack against him. Aside from being hard to pull off, the Haunt is just a dangerous and imposing boss; most players will only ever attack him from the bottom of the screen. He moves back and forth at the top, always clinging to that northern wall, and fires downward. If you try to go up and shoot at him from the sides, he'll suddenly rush and be on top of you in an instant; it's a very damn stupid idea. But because the overall pattern he uses was not designed with this in mind, I found a way to use an angled attack against him, which shuts him down pretty hard. It's a difficult technique to do, and not even once have I ever seen another player try it, but because of the way his patterns are, he just cant do much about it, and... yeah, it just falls apart. But his patterns are still INTERESTING, as they are with most of the enemies and bosses.
Wheras if you go and compare it to Nuclear Throne, well.... my one constant complaint about that game, over and over again, is that the enemy patterns are BORING. I mean, I'm sorry, but they are. I have alot of respect for Vlambeer, but I very honestly dont think they're very good at that aspect of design. As a result, ranged attacks tend to be extremely formulaic, and MOST enemies just run at you and crash into you. Heck, the ONE boss in the game that actually has complicated patterns is the Throne itself, but the way it manages is is that it DOES in fact control the player's attack direction: you *have* to attack it from below. You cant attack it at a diagonal angle or from the side or whatever, you are *always* below it. That alone allows the patterns it fires to work.
This is a common problem I see in most free-aim shmups of any sort; alot of devs really seem to struggle with this one. Absolutely bugs the hell outta me. It's why I tend to prefer scrolling shmups in most cases; NT is one of the rare exceptions to this rule since it's just so damn good overall. Usually though, non-scrolling ones, mostly twin-stick types, or top-down, honestly start to bore me after a time since the patterns used are just.... not very interesting. Isaac ends up fixing the issue by allowing more traditional pattern design concepts to be more easily implemented by using the directional restriction.
I've forgotten what else I was going to say about all of that.
I've played a bit more this evening during a break from working on SBR, and I'm getting more used to the drifting of the bullets. It makes it so that I can fire in more directions, kinda. Still not my favorite thing.
This game has captured me enough that I think that I really want to take a lot of inspiration from the things I LIKE about this game and roll them into the next game we're doing, but change all the things I don't like about it. I'm quite excited about that, adding on to the things I had already planned about the next game. It simplifies some of my ideas and solves some problems to think of it as a roguelike and ditch the survival bits. Runs in roguelikes are quite like going out on scavenging runs in a survival game, but way more interesting.
My thought is that you'd be out in space building up your own mothership (kind of like you build your manor in Rogue Legacy), and you'd be building up things for smaller craft as well. You then pilot one of your smaller craft into one of a few derelicts that are near you out in space (your mothership moved while you were in your last run, so the derelicts are different every time). The exterior of the derelicts would give you some clues as to what is going on inside there, and the risk vs reward ratios, etc. So then you venture into one, and then it's a roguelike run flying through the derelict. If you win the run, that's great, but you didn't just win the game -- just got some major victory on the path to ultimately winning the metagame portion. And if you lose the run, you pop back out and the mothership has moved, etc, as with BOI or RL.
Combat-wise, all of what I had planned before would still work, but keeping it in semi-enclosed spaces and making you clear areas before moving on would solve a lot of problems like "just run past everything" or "there is no real environment, just empty space all the time." I had already thought of a solution to the second part anyhow, but my solution previously to the first part was only having enemies drop loot. This is a lot more interesting and familiar, and you can't just skip hard sections.
Anyway, I'm very excited about that. BOI does a lot of things that I really like, and so does RL, but they also both do a lot of things I don't like. That tends to be a good recipe for me to step in with my own design. It was rather how AI War sort of spawned out of Supreme Commander in some ways.
I get more and more curious about that next game every time you mention it. For what it's worth, I do think you guys would do better with a roguelike style of design than a more "survival" sort of thing. When I heard THAT bit originally, I seriously just had a hard time really picturing it happen. It just.... I dunno, it just doesnt quite fit to me. Hmm, kinda hard to explain why.
didn't this start out as a shmup-ish sort of thing? Or am I just projecting my own ideas onto it?