General Category > Starward Rogue

Just tried Hard Mode...

<< < (11/11)

Misery:
Minibosses honestly could use a bit of a boost in a general sense.  Arcoris is fine, that one's difficulty rises properly over the course of the game, and Hunter is fine too (mostly), but the others tend to start out a bit easy, and stay that way.

They're not my design though, so I wont make any changes to them myself.  That's all up to Pepisolo, he's the one that did the minibosses.  He's busy with other aspects right now though that are more important/pressing.


Enemies like the Flak Launcher are indeed meant to be very hard though.  They're categorized as "Fearsomes" in the game engine, and are designed to be the most dangerous things that aren't full bosses.  Normal Demesne is probably the easiest to beat of that group; it's job is mostly just to complicate everything else, it's not very threatening once you've gotten rid of it's nearby allies.  The others tend to just be designed to kill you.

The funny thing is, the Flak Launcher wasn't originally categorized that way.  Originally, very early in development, I had misjudged it's difficulty (which is normal for me) and had it categorized as something much lower, a mid-level Wanderer (fairly common enemy type) if I recall correctly.  I thought "this thing isn't too tough, this should do".  Chris went "NOPE no no, nada, no sir" and upped it to Fearsome, which gave me an idea as to how far NOT to go, heh. 

Pepisolo:
My bad on the miniboss difficulty front. I'm slowly getting there. I recently improved the base version of Paragon.

Reaper has Hard and Misery mode versions. Check out the Misery mode one, Reaper does a scythe spin attack.
Tri and Hunter also have Hard and Misery mode versions, although the base version of Tri is maybe still a bit easy.
Bastille needs a little work. Arcoris needs Hard and Misery versions.

I'll try to get a lot more work into these before the next patch.

zoutzakje:
oh no worries. I wouldn't even know how to begin with making enemies and minibosses more difficult, yet keeping them balanced at the same time. I'm just a gamer.

Reaper is definitely the hardest one and the most fun one to play right now.
Still, it feels like most of them are a balanced challenge in the early game but lose their edge in the late game. Arcoris seems to have solved that problem by simply having more of them (going to be fun once they have a hard pattern). Couldn't something similar like that be done for the others as well? Like from floor 5 and up all the minibosses appear with doubles. Or a slightly different version added with the regular, in case simply cloning them seems too cheesy a solution. I have no idea what that would be like, but could be fun to experiment with.
Unless you already have better ideas in which case just ignore me :P

Pepisolo:

--- Quote from: zoutzakje on July 05, 2016, 02:30:29 pm ---oh no worries. I wouldn't even know how to begin with making enemies and minibosses more difficult, yet keeping them balanced at the same time. I'm just a gamer.

Reaper is definitely the hardest one and the most fun one to play right now.
Still, it feels like most of them are a balanced challenge in the early game but lose their edge in the late game. Arcoris seems to have solved that problem by simply having more of them (going to be fun once they have a hard pattern). Couldn't something similar like that be done for the others as well? Like from floor 5 and up all the minibosses appear with doubles. Or a slightly different version added with the regular, in case simply cloning them seems too cheesy a solution. I have no idea what that would be like, but could be fun to experiment with.
Unless you already have better ideas in which case just ignore me :P

--- End quote ---

Yeah, harder variants for the higher floors is something I'm looking at. Or going to look at, but I never seem to get around to it, heh. I think Toxic Reaper is a variant I'm going to be adding. 

Navigation

[0] Message Index

[*] Previous page

Go to full version