Pretty fun! I made it to dungeon level 26 or something obscene. I stopped when I had purchased every powerup.
Nice! By powerup, are you talking about everything in the "upgrades" tab? I guess so, as there's nothing else to purchase.
I stopped because the game was tapering in content. There were only a fixed amount of weapons and rings and there weren't any definite upgrades along the way. Most of my Engineers had Laser with Freeze (way too good), my Soldiers had Grenade with the damage ring, and my Psychics had heal. It eventually got to the point where I just lazily pranced through groups of enemies and watched the ensuing chaos. This brings me to the point that I'm most concerned about.
What's interesting is half the time people tell me freeze is worthless, the other half they tell me it's over powered. But, I think I'm going to agree with you because being able to lock down a boss seems over powered.
Do you think you'd play a lot longer if there were more upgrades to buy and the game didn't become a cakewalk? I'm itching to wrap up development, does the game feel like it's missing a lot of super important features?
As the chain gets longer, it gets inevitably harder to balance the game, but I think you should make some changes to a lot of enemies to make them present a distinct challenge. Fact is, my chain can tank any amount of bullets from enemies and pick up a health pack the next instant, and since bullets cannot be dodged once the chain is a certain length, it makes sense for bullets to not pose a huge threat. What I want is more stuff like the nukes. Something you have to get away from. But since stuff like that doesn't play well with a very long chain, I'd recommend a run command or something, probably with some steep cost (loss of health maybe).
For the sake of my argument, imagine a chain that's infinitely long. No matter how fast you run, that nuke that's headed for a part of the chain is going to explode on it and kill a big group of heroes. One solution to that is to limit your chain so that you can always escape a nuke, but how about this idea:
Maybe I can create an EMP weapon that "disables" nukes. This way, no matter what your length, you can avoid the weapon.
With that, I think your design space opens up a lot more. It would be good to see bosses that actually target zones of the map or shoot out giant rotating laser beams or something. I also want bosses to have more HP, and definitely make sure that they can't get stunlocked by two engineers with Freeze and Laser (seriously, every boss just stood there after I had that). I would just make them ignore freeze after reaching a certain % HP or just having a dramatically reduced duration. Maybe have a normal enemy that also resists freeze.
These all sound like good ideas. Ideally each boss would be unique and a different experience, too. I'll add this to my issue tracker.
It was hard to tell that my heroes were dying from me walking over them. This is a carry-over from Snake, I know, but movement in Snake is also tied to a grid. It's silly to be walking up then quickly hit right and down and watch all your heroes die because of it.
Technically, this scenario shouldn't be possible (unless there's a bug). I coded it so that you can't crash into your chain from sharp U-turns. But you can if you collide into your chain perpendicularly. But, maybe your point is that you didn't enjoy that you could collide with your own chain. I'm afraid that if I take away that collision feature, people will just move around in tiny overlapping rectangles and let the enemies come to them.
Or maybe you're saying you don't like how it killed
everyone behind the collision? It should only kill one/some?
I definitely want to see more weapons and rings in higher tiers.
What do you mean by "higher tiers"? As an example, are you saying you wish there was a 20/30/40/50% offensive boost, rather than just a 10% one?
They didn't seem very well-balanced either. Shotgun was good but its range was pitiful, Homing Nuke was a joke because of its speed and range, and Pierce Shot, Psychic Force, and Homing Missile all seemed very weak (or maybe it was because they had little visual representation). The Raging Bull Ring also seemed completely useless, I can't understand why you'd weaken your team to avoid collision damage.
Was the shotgun worth using? I figure if I make its range longer, there's no point in ever using the tri-shot over the shotgun. Alternatively, I could make it so that the shotgun is objectively better than the tri-shot, but make the shotgun a unique weapon?
Yeah homing missile does kind of suck, that's for sure. I'll try to make it better.
If there are a lot of people on the screen (maybe there never are enough to notice?), piecing shot can be pretty useful though. It will go through multiple enemies at once.
As for Psychic Force, maybe I'll remove the freeze gem concept and make it so only psychic force does freezing effect (which I'll rename to "stun").
Actually, many people have said that Raging Bull Ring is over powered. If you put it on your front hero and give all the psychic's the Heal weapon, you become something of an unstoppable tank. You can just run into enemies and mow them down without much ramification.
If the defense powerup affects all heroes, you might want to consider making the glow effect encompass them all.
It does not, but I plan to add an upgrade that lets it effect more.
I would like to see more powerups dropped from enemies. Offense up seems like a no-brainer, and if you're worried about balance issues with that then you could just make it rare. HP upgrades restored much too much HP as well, and along with my healers any damage that didn't kill my heroes in one hit was worthless later.
Great idea. I'm always trying to think of more kind of loot drops that aren't inventory items (weapons/rings). If you think of any other ideas, let me know. I'll most likely add an "Offense up" drop.
I'll also reduce the HP that health packs give you back. Maybe I should make the Heal weapon even rarer than "rare". Maybe it should be unique?
The huge floors like the box with a diagonal line through it or the box with a flipped L in it were the worst design-wise. Enemies don't particularly chase you so it took forever to hunt them down. Paired with some of those levels spawning nuke enemies which you need to run away from and then attack, those levels were endurance tests.
Good to know. I'll remove/rework them very soon.
Only one of the levels seems to have a dirt texture, and only in one of its corners. It would be good to see that dirt texture more often throughout all the levels to make things look nicer.
OK I'll try to spruce the levels up a little bit, thanks.
While I was playing earlier, the game glitched and I ended up being unable to change the rings equipped to my heroes, or buy things from the shop. But I think that was on the older version so maybe that's fixed now.
Hrmm, that's very concerning. If it ever comes back, let me know.
...I'm only complaining so much because I liked it enough to play it this far. Keep up the good work

This feedback was great. Thanks so much!
