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Augmented Alpha feedback

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Logorouge:
I love the smell of burning mechs in the morning, so here's my first batch of feedback/suggestions:

Intro8 (tutorial): While learning about generators, a turret is shooting through obstacles and eventually, at you. It's the most important addition to the tutorial, I don't think the player should be pressured to hurry up for this part.
Tutorial: Add distance between "Luckily for both of us..." and "Unluckily for you..." messages.
Tutorial: Add distance between "To use a door..." and "You're on the topmost..." messages.
D18_TwoFactor room: Noticeable FPS hit

Rooms missing Travelporterâ„¢:
Boss_Circuit
XI_Craig_FountainRoom
XI_Craig_Medal
XI_Craig_Cross

Alien Eggs (explosive blocks): Don't disappear after room victory but when shot, the explosion doesn't happen.
END_Bombable2 room: Alien egg explosion doesn't reach healthshard blocks on new tile. -See "Eggs" image for reference.
ForeShields challenge room: Starts you on top of pipe (near upper door), you're stuck for a moment.
Keycard blocks: Looks exactly like bombable blocks. Learned it wasn't by wasting missiles (Warhog). Please give them some key/lock aspect to avoid confusion.
Warhog: Walk/run cycle seems like spinning on ice. To avoid issue, I recommend using default speed/sprintspeed with a "MovementSpeed" modifier of (Multiply) .7 instead.
Double missile module: Awkward. Recommend a missile lifetime greatly reduced or explosion on impact with walls. -See "Double Missiles" image for awkwardness.

New music: Energetic but not aggressively so. Love it.
Vulcan Sentry Cannon: Turret beeping. Make it stop please. I'll hear that sound in my nightmares.
Rocketeers: High pitched sfx a bit much?
Gravity Totem: Sfx too loud (same for other totems?)
Bombardier (drone): Bombs fuse too long. Sfx feel like I'm in a Jig-A-Loo commercial.
Paladin: Phantom Blade projectile sfx too loud.
Penumbra: Shuriken Shot, tone down sfx please (use gentle wind-like fx if available?)

Circuit Rondure (boss): I was expecting additional phases with more spheres chasing you, but then it just died. Is that intended?
Rive (boss): Phase 1-2, firerate too slow.
Meridian (boss): Phase 2 is the same as another boss (Rive I think)?
X1_MinibossLargeQueenWhite (room): Fire Queen miniboss used ice?

Alpha Mech + Alpha Slugger: Match made in heaven. Perfect.
Alpha Mech: Alpha Ray, So strange, can't tell if strong or weak.
Kaiser Komando (energy weapon): Grenade cancel bullets? Charge weapon system (tap or hold, warning light) is excellent. Slightly too cheap energy cost for the power?
All in the wrist: Can still destroy missile blocks?
Workhorse Sentry: Keep firing after Backfire boss was dead.

Just awesome:
Flamethrower turrets
Energy Drainer enemies
Tag Team challenge room
Enemy-themed challenge rooms
Incendiary Grenade: So cool
Zephyr Mech: Nailed it
Paladin Mech: The cool factor is too damn high.
Cataclysm Launcher: Instant good time
Etc...

And that's all of it.
To avoid making Mantis about as useful as Steam's frontstore page, I'll probably stick to my usual forum format for feedback.

TheVampire100:
Wasn't the tutorial in there before? Or do they have changed the tutorial?

I have some questions before I want to add my own thoughts.
First, do elemental properties now finally influence the damage? To be more specific, if I have a flamethrower 8which naturally does fire damage), would it now inflict more damage to ice carriers for an example? And other ice themed enemies?
Are the last three mech sprites still paceholder for the final art? I would think so because they are just reskins of the white mech, which we had with the initial mechs before release as well.
Is the chakram just a reskin of the boomerang or does it have any significant differences?
Is the arrt for the golden floors final or do you want to add more "bling" to it?

Logorouge:

--- Quote from: TheVampire100 on August 13, 2017, 01:51:25 pm ---Wasn't the tutorial in there before? Or do they have changed the tutorial?

--- End quote ---
The tutorial received a massive expansion with many additional segments and even new voiced messages (previously unused files perhaps).


--- Quote from: TheVampire100 on August 13, 2017, 01:51:25 pm ---Is the chakram just a reskin of the boomerang or does it have any significant differences?

--- End quote ---
Very different behavior for the Chakram's attack. You can see it with the way it reacts to walls and the return of the shot.

The rest I don't know.

TheVampire100:
Tested a little more about the chakram. The weapon is way too overpowered. It costs only 10 energy, has a fast attack animation (easy to hit faster enemies), pinpoint accuracy, deals huge damage (tested it on multiple enemies, most die in 1-2 hits) and can hit enemies twice. Also, bounces on walls. I think you should increase the energy cost to 25, so players have to put more thought into it, when to use. I could simply spam it in rooms and wipe them.

Gas pistol. Sounds nice, damages nice, accuracy nice, animation nice, after effect not so nice. The toxic cloud is way too big and covers way too much of the screen. It's hard to see any shots, both yours and the enemie's. Add more transparacy to the gas cloud.

New harrier bosses are really painful to battle in close range because the spread attack in the first phase is very hard to dodge. There is so little room between poison/ice/fire trails when they start to fire out at high speed. At longer range it is no problem but at close range it's a pain, so it depends on your style of weapon, how effective you are against them.

Double Bounce Laser is a really cool weapon. the sound is not. It get's annoying really fast because he plays it after every shot.

Penmumbras Shuriken can clip through walls if you stand directly in front of it, so you can effectivly shoot through walls. Don't know if this is intended since its a ninja themed mech. Haven't heard however of ninjas that can shoot through walls. When I mean walls, I mean the small block walls that should block your movement and shots normally.

Edit: I almost forgot the most important aspect. i walked into a health storage and it was filled with a double flame thrower turret. Whoever thought this up, screw you. when I use a keycard, I want a reward for it, not  a trap. You can put something liek this in Misery difficulty but not in normal.

Pepisolo:

--- Quote ---Intro8 (tutorial): While learning about generators, a turret is shooting through obstacles and eventually, at you. It's the most important addition to the tutorial, I don't think the player should be pressured to hurry up for this part.
Tutorial: Add distance between "Luckily for both of us..." and "Unluckily for you..." messages.
Tutorial: Add distance between "To use a door..." and "You're on the topmost..." messages.
--- End quote ---

Tweaked these, thanks. I just removed the turret from the last room.


--- Quote ---D18_TwoFactor room: Noticeable FPS hit
--- End quote ---

That's the sludge turrets. I've tried to not tweak those too much because Cinth created them and I didn't want to mess with his design, but the performance hit is a bit too great, so I've tweaked the fire rate a bit and I think the same general design is still there. They should be about 40% better on performance now. If this isn't enough I'll have to look into other tweaks.


--- Quote ---Rooms missing Travelporterâ„¢:
Boss_Circuit
XI_Craig_FountainRoom
XI_Craig_Medal
XI_Craig_Cross
--- End quote ---

Added some to those rooms, thanks.


--- Quote ---Alien Eggs (explosive blocks): Don't disappear after room victory but when shot, the explosion doesn't happen.
--- End quote ---

That's weird, is that new behaviour? Those haven't been touched so I'm not sure what's going on there.


--- Quote ---END_Bombable2 room: Alien egg explosion doesn't reach healthshard blocks on new tile. -See "Eggs" image for reference.

--- End quote ---

Good spot! This seems to be the result of adding more wall_collision_reduction to all shots. I've added a new shot for the eggs with the old reduction value.


--- Quote ---ForeShields challenge room: Starts you on top of pipe (near upper door), you're stuck for a moment.
--- End quote ---

I'm going to hold off on this fix until I've asked Keith what controls where the player spawns in certain rooms. If it's possible to alter the spawning location, then there are a couple of rooms which I need to do that. The DeathWheel boss for one, and it's going to be way easier to move the spawn point on that rather than go through adjusting the patterns.


--- Quote ---Keycard blocks: Looks exactly like bombable blocks. Learned it wasn't by wasting missiles (Warhog). Please give them some key/lock aspect to avoid confusion.

--- End quote ---

I'll add a super rough way to tell them apart, thanks. (does thing) Sorted, now.


--- Quote ---Warhog: Walk/run cycle seems like spinning on ice. To avoid issue, I recommend using default speed/sprintspeed with a "MovementSpeed" modifier of (Multiply) .7 instead.
--- End quote ---

Done, thanks!


--- Quote ---Double missile module: Awkward. Recommend a missile lifetime greatly reduced or explosion on impact with walls. -See "Double Missiles" image for awkwardness.
--- End quote ---

The missiles sticking in walls behaviour? I think this actually works ok, but I need to rebrand the module as sticky missiles module or something. This was after testing a while back, though. Keep me posted on if the module grows on you or not.


--- Quote ---Vulcan Sentry Cannon: Turret beeping. Make it stop please. I'll hear that sound in my nightmares.
--- End quote ---

I suspect that this is due to the turrets not being removed when you leave a room, so the noise hangs around for ages. The sound itself should be useful in battles as it informs you when your turret is still up. I'll make it so that the turrets disappear when a room is left. If that's not enough I may need to tone the sound down. (I also made the totems disappear on room leave)


--- Quote ---Rocketeers: High pitched sfx a bit much?
--- End quote ---

Not sure. It's meant to be a screamy thing as they're launching themselves at you. I'll leave it for the moment until we get more feedback or if you start feeling a bit stronger about it.


--- Quote ---Gravity Totem: Sfx too loud (same for other totems?)
--- End quote ---

The totems will be getting a big overhaul, so they should change a fair bit at some point.


--- Quote ---Bombardier (drone): Bombs fuse too long. Sfx feel like I'm in a Jig-A-Loo commercial.
--- End quote ---

I've toned the SFX down for the moment. It might get replaced or removed in the future, though. Goldenwolf created this familiar so I'll ask him about the fuse. I'm not how sure he even did that, heh.


--- Quote ---Paladin: Phantom Blade projectile sfx too loud.
--- End quote ---

Reduced the volume of that a fair bit, thanks.


--- Quote ---Penumbra: Shuriken Shot, tone down sfx please (use gentle wind-like fx if available?)
--- End quote ---

Swapped the SFX out for a much more toned down one. I maybe toned it down a little too much, though. I may revisit this one.

That'll have to do for the time being. I'll get to the other stuff tomorrow. I'll just answer Vampire's questions, first, though.


--- Quote ---Wasn't the tutorial in there before? Or do they have changed the tutorial?
--- End quote ---

Yeah, the tutorial has been updated a bit.


--- Quote ---First, do elemental properties now finally influence the damage? To be more specific, if I have a flamethrower 8which naturally does fire damage), would it now inflict more damage to ice carriers for an example? And other ice themed enemies?
--- End quote ---

Actually, no. I didn't want to complicate things too much when adding the elemental stuff, I wanted it pretty basic. However, ice versus fire are such strongly opposed properties it might be good to do that for those.


--- Quote ---Are the last three mech sprites still paceholder for the final art? I would think so because they are just reskins of the white mech, which we had with the initial mechs before release as well.
--- End quote ---

Yeah, placeholder art for the moment.


--- Quote ---Is the chakram just a reskin of the boomerang or does it have any significant differences?
--- End quote ---

Quite different as Logo says, yeah.


--- Quote ---Is the arrt for the golden floors final or do you want to add more "bling" to it?
--- End quote ---

The only art that isn't final for the floors is the new tile art. The new tile art is going to be created at some point.

I'll respond to the more bug related stuff tomorrow.


Thanks guys!

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