Author Topic: My initial thoughts  (Read 1072 times)

Offline Apathetic

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My initial thoughts
« on: January 14, 2016, 03:23:42 AM »
Overall seemed fun for the few hours that I spent playing normal.  I've made a list of the quirks that I've found while playing.  Some are obvious issues, others more notes.  They aren't in a completely sane order sadly.  In general the only enemy that really annoyed me was the wraiths because of the amount of ricochet on their shot, it seemed that no where was safe.

The 'tight squeeze' (condemned room I think) was trivial to safely avoid, just stay near the starting door and you're well away from it for the full duration.

The drop counter for missiles (and potentially other items seems off).  I had 2 missiles, got a pack, the log stated +8 and ended up with 5. 

Health shard, and other drop able items do not have a description text in the cheap shop.

Some of the shop rooms appear to have a locked door that has no ability to unlock and doesn't appear to have another adjoining room on the other side based on the map.

I have an item (Nanite leaches) which was used.  Stood over a new item and a comparison box showed up displaying my old (used) item and the new one.  I don't know if this is intentional and there's a way to recharge a previously used item, so I can't say if this is a bug or not.

The game doesn't pause when the steam overlay is displayed.

The list of power ups displays all the ones picked up in the run, not the currently active ones.  It can also display the same item multiple times if you switched between them. 

The controls feel responsive, with the exception of using tab to switch between energy weapons and missiles.  The mech seems to want to consider if it's worth changing weapon types.

The map gen script put a shop inside of another shop.  Usually a cheap shop, I'm not sure if this is intended behavior.  (It's happened a few times)
Why do I have x100 energy when I don't have any energy weapons?

I think have fought the crystal mother on level 1 then again on level 2 (same run), not quite sure given how many bosses I've fought at this point.  But if this did happen it should probably be prevented from happening.

Balance / Difficulty
I've seen the Wall Hanger a few times, and I'm not a huge fan of his bullet pattern / total health.  When close enough to actually hit with the starting gun, the pattern seems dense enough to make it fairly difficult to consistently dodge the shots.  This leads to wanting to stay back to where it's easier to dodge the bullets and your shots are occasionally in range to damage the boss, which in turn makes this boss seem a lot more grindy than some of the other bosses.

The rate of key card drops seems too off.  On the first level I've gotten none a few times, then later had more key cards then locked doors / loot pods I could access (some were skipped to conserve missiles).

I'll be adding some of the bugs to Mantis later tonight.
« Last Edit: January 14, 2016, 03:29:05 AM by Apathetic »

Offline PokerChen

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Re: My initial thoughts
« Reply #1 on: January 14, 2016, 08:57:46 AM »

On number of keys
I personally think the keys:locked doors/chest ratio should be somewhere between 1:4 to 1:2, which would be enough to make players consider their choices. At the moment this is less - it depends on the ratio of rooms with keys, so adding more (challenging) rooms containing key drops would be appriopriate.

On consumable comparisons
Yep bug.