I actually ended up playing a bunch after the post. Just got pulled away for day-to-day stuff.
That's good to hear. From most people I get the impression that it's an *interesting* idea, but it's hard for me to tell if it's fun.
1) Ok, interesting note on that being DPS. I am still a bit confused on the speed stat then. I might just be slow though
I think I'm just explaining it poorly. In summary, pretend that "Damage:" label really says, "DPS:". I'll have to rename that label eventually. I'm just afraid most people out there don't know what "DPS" stands for and I don't think "Damage Per Second" will fit in that box.
3) Thanks, I see you did this already!
Yeah I created both an Auto-Equip and an Auto-Sell button. Hopefully they both do what you'd expect!
5) Another thing you already got to, thanks!
Yep! In the end, I plan for all Psychics to be female, but for now I think it would be weird for a dude with a beard to be named "Cynthia".
I will try the most recent version and let you know if I find anything else of note. Good work!
If you haven't tried it yet you may want to wait until tomorrow, I'm going to do a big update then.
But if you have tried it, I'd love to know what you thought. Thanks and sorry for the late reply!
I just played your game. I think the concept is very interesting.
Thanks for giving it a try, I appreciate that.
Maybe it would add to fun, if the player could trigger the weapons by pressing the space(?)
Pushing a fire button is always fun. :-))
This is an frequently requested feature. I'm trying to avoid it because I like the simplicity of
ONLY using directions to control the game. The longer I resist adding buttons, the better the game will feel on touch devices. At least that's my theory.
But! my friend proposed something interesting that would still be in the spirit of direction-only controls: When you're moving UP, pressing UP or DOWN has no effect. I could make it so that pressing in the direction you're already moving does a special attack instead of nothing.
What do you think about that idea?
It would be also cool to see the weapon cooldown times for characters.
Yeah I can see that being useful. Out of curiosity, what happened in-game that made you request this feature? Perhaps it went like this?: "I equipped the mini-nuke and I thought it was going to fire soon but in actuality it had 5 seconds to go. Due to not knowing, I was hanging around enemies taking damage because I thought it was going to fire. With a visible cooldown, I wouldn't have been hit so much."?
Do you have supporter characters too? Something like a priest, which is healing the chain members?
Right now that's kind of all over the place. I'd like to think that the Psychic is kind of a futuristic magic user, but there's nothing class specific s/he has that's in the game yet.
On the other hand, there are skill gems that regenerate your HP every second and another skill gem that gives you HP every time you kill a bad guy. But, it doesn't really help out your team, just yourself. And any character can equip them.
Based on your question, I think I'll implement a Psychic only weapon that "attacks" your teammates and if it hits them, it gives them HP back. In other words, using JRPGs as an analogy, I should give the Psychic a Cure spell you can equip. Thanks for the idea
I also think, it could be more fun to have to collect the chain members through the level (more like the classic snake) instead of buying it via gold.
I also don't like buying them with gold for a different reason: It's a nightmare to balance the game. Technically, you could get to level 5 and have 10 people in your chain or 3 people. The game would end up being ridiculously easy or ridiculously hard, respectively, and I have very little control over these bad experiences.
My solution to this was going to be, "events unlock heroes". As an example, you start with 2, but you get a 3rd for beating the first boss. You get a 4th for beating the 5th level. etc.
It sounds like you've got a slightly different idea in mind, though. Are you saying the player should start with a chain of one character at the beginning of every level? Or were you thinking something else?
In this case some more puzzles could be added, like for instance having to run over two switches at the same time. But in order to be able to do that, you need a minimum length of the chain (something like that).
That's a really cool idea. For a long time I've planned on having a map screen ala
super mario world/super meat boy/shovel knight. It'd be really cool if there were parts of the map you couldn't unlock
until your chain was long enough to run over the switches.
I envision playing an earlier level and thinking, "I wonder what those things on the ground are for?" And then later realizing you now have enough characters in your chain to unlock a secret world.
Great idea! Thanks for the feedback.
Out of curiosity, what level did you stop playing at and what made you decide to stop playing?