Author Topic: Mooncows enemy feedback  (Read 3750 times)

Offline mooncows

  • Newbie Mark III
  • *
  • Posts: 42
Mooncows enemy feedback
« on: November 28, 2015, 05:44:43 pm »
Ok sorry for the delay but i've been working 12 hour night shifts and haven't had much time to play. However, I finally snuck a few hours in today and wrote down a bunch of notes on enemies ( and other stuff ill add to mantis). So, here goes.
Please note i didn't write down the "color" of the enemies or nothin.

Flea - These enemies feel fine as a standard enemy. Follow and shoot works well with them. Can't see any changes
Swarm Bot - I get the feeling or idea that these enemies should be "swarming" me, but they kinda just lazy around. Not sure how to adjust this
Persistance - Bullets definitely need to fade faster. Have had bullets follow me for a very very long time. Also, these guys need to shoot a touch slower
Waiting Widow - Perhaps a touch slower bullet move speed since the enemy is so fast. Hard to dodge
Bomber - I dont get what these guys do. They fire one shot and thats it. Perhaps change bullet to do some sort of "explosion" after being fired?
sludgers - nothing to add, they feel good.
crossclaw - feels good
faceripper - annoying but good
spiders - like em 
chrystashay ( or however its spelled ) - Bullets deff need to move slowwer. Getting hit feels cheap by some of these guys
foreshield - very fun enemy. Perhaps slow down the enemies rotation speed and increase its movement speed.
rear-burst turret - bullet is hella too fast to dodge. Maybe add some kind of enemy "tell" so that i know when to start running away.

All in all, most of the enemies feel pretty good. The only theme i got is that some of the projecctiles are either too fast to dodge, or there are no tells or ways to know when the enemy is going to shoot. This makes getting hit in some situations feel cheap, and not like i messed up.

Great work, keep it up!
ai war keeps kicking my ass

Offline Misery

  • Arcen Volunteer
  • Core Member Mark V
  • *****
  • Posts: 4,109
Re: Mooncows enemy feedback
« Reply #1 on: November 29, 2015, 02:31:40 am »
Thanks for the feedback, I appreciate it!  I'll be considering alot of stuff like this as I make changes to enemies over time.

A few very specific responses here:

Swarm Bot:  Maybe making them faster might do it?  Though, the game isnt meant to have too many enemies attacking you at once.... a true swarm probably isnt going to happen.  It could be that maybe they need a name change, I'm not sure.

Persistence:  For the time being I'm leaving this one as it is (projectiles lasting about 4 seconds)... it has the name "persistence" for a reason, after all, heh.   Some changes might be made to it later on though as development continues.

Waiting Widow:  Yeah, I agree, some of their shots are a bit too fast.  I'm going to slow them down a bit and maybe add a little something else to compensate for that.

Bomber:  What?  "Bomber"?  I feel silly saying this but I dont remember this one.  Ugh.  My memory is so bad though...

Crystochet: Going to do SOMETHING with these, but.... not sure what yet.  For the time being they'll receive no changes until I actually come to some sort of decision that actually makes sense.

Rear-burst turret:  This one is receiving no changes; it does just what I wanted it to, if the shots are hard to dodge like this.  The key with this guy, and with other enemies that use fast shots, is to use the terrain to block the bolts they fire at you.  The important thing to remember:  The timing on enemy shots NEVER CHANGES.   There's always the exact same amount of delay between each time that the thing fires.  Watch the timing they use, wait until they fire and hit whatever you're hiding behind, and then pop out and destroy them.   They have very low HP, so you can take them out very fast before they have a chance to fire again.  They're designed to punish the player for taking the wrong approach to something that's designed to be a "sniper".

Now that being said, there SHOULD be sort of a yellow pulse effect that appears on that thing just before it fires.... is that not showing up?  

Offline Pumpkin

  • Hero Member Mark III
  • *****
  • Posts: 1,201
  • Neinzul Gardener Enclave
Re: Mooncows enemy feedback
« Reply #2 on: November 29, 2015, 04:31:07 am »
Now that being said, there SHOULD be sort of a yellow pulse effect that appears on that thing just before it fires.... is that not showing up?  
Yep. I upvote this!
Also, if you consider adding such feature to the sniper, do you think it would be feasible to do the same for the ray laser (they're not enemies, just "traps"): I find it quite annoying to be hit by them and rather hard to predict their period precisely enough. I mantis'ed that here.
Please excuse my english: I'm not a native speaker. Don't hesitate to correct me.

Offline mooncows

  • Newbie Mark III
  • *
  • Posts: 42
Re: Mooncows enemy feedback
« Reply #3 on: November 30, 2015, 12:17:09 am »
I don't think I'm seeing any enemy tells to there shots. In any case, i think the enemies are solid all in all. Perhaps its simply a matter of time to learning there movements.
ai war keeps kicking my ass

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Mooncows enemy feedback
« Reply #4 on: November 30, 2015, 12:43:59 pm »
Now that being said, there SHOULD be sort of a yellow pulse effect that appears on that thing just before it fires.... is that not showing up? 
I see them when I test, but bear in mind that the turret may be off-screen when the player enters the room, and obviously won't see the tell then. I've been hit by those without even realizing where it came from or seeing the bullet, or knowing the turret was there. Doesn't take long to figure out, though.

At least it's not shaped like a medusa head.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Misery

  • Arcen Volunteer
  • Core Member Mark V
  • *****
  • Posts: 4,109
Re: Mooncows enemy feedback
« Reply #5 on: November 30, 2015, 01:26:44 pm »
Now that being said, there SHOULD be sort of a yellow pulse effect that appears on that thing just before it fires.... is that not showing up? 
I see them when I test, but bear in mind that the turret may be off-screen when the player enters the room, and obviously won't see the tell then. I've been hit by those without even realizing where it came from or seeing the bullet, or knowing the turret was there. Doesn't take long to figure out, though.

At least it's not shaped like a medusa head.

Ah, I should probably give them an actual activation range, then.  It hadnt occurred to me that they might be firing from off-screen...  You'd think I would have noticed this, but no, that'd make sense.  Cant have that.