Great feedback as always, Quicksand-S. I appreciate it.
That's a really cool idea. I'm actually surprised I haven't seen it before.
Actually I know of at least 2 games that are similar, the part I'm adding is the Action RPG element.
-I wish the items snapped to the grid. It felt weird trying to line up with things that I couldn't actually line up with.
If they did, wouldn't that only make a difference if the heroes
also snapped to grid?
What problem did you run into that makes you suggest this. Did you have trouble picking up items? Or is it just a, "this doesn't look right" situation?
-I like that the menus can be used with the keyboard. Nice work.
Thanks, I think it still needs some work. EG: If you're trying to equip weapons and you move to the 3rd column, when you press up or down, it'll move you to the 1st column. I think it should keep you on the 3rd (if it can). But thanks again for your comment. It reminded me to put that in my issue tracker.
-I wish it would give me just a little more time after completing a level to pick up some of the items that were dropped. The time seems random. Sometimes I get two or three seconds and other times I just get one.
The way it actually works is it'll go to the next level when all the bad guys are killed and all the items are gone. You're absolutely right, I should give you more time after that because it often appears like, "damn, I didn't get that last item" when the reality is the level ended because that's
exactly what you did.
Also, if you kill the last guy of a level and you pick up his loot at the same time the level will seem to end suddenly, which can't leave a good impression.
-The shooting range is so incredibly short. I guess it makes sense, but it never stopped irritating me.
OK I'll increase that. I wonder if I should increase the enemy range with the hero range, or just the heroes..
-The enemy animation speed is a bit too high for some of their actual movement speeds.
Nice, that's gotta be true. Out of curiosity did you feel that way for everyone, or just certain ones? I'm guessing the guys that move slower need this fix but in general it's ok?
-When my characters died and were brought back, the experience bars at the end of the level didn't all fill up completely (makes sense) but the numbers claimed that the characters had gained equal amounts of experience.
I
think what happened is unrelated to your character dying. The way the game works (now?) is everyone gets equal XP at the end, even if a hero was dead. The reason that hero's bar didn't fill up completely is probably because you bought him after the others so he had a lower total XP from the guys you started with.
Let me me know if you think something else is going on. Either way this seems like a confusing issue to the player. I can go multiple ways. 1) I can keep it as it is, 2) I can make it so you get 0 xp if you're dead at the end of the level, 3) I can make it so only that one hero gets XP for hitting a bad guy 4) I can make it so only that one hero gets XP for killing a bad guy.
The problem with 4) is it'd dissuade you from equipping skill gems that make you do 0 damage.
-The homing nuke never seemed to work. Not once did I see it move toward the enemy. It was almost like the ones I was firing were the same as the enemies' so they attacked me too.
That's odd.. when I tested them after you said this, they seem to work fine. Their rate of fire is very, very low. I think I'll change the colors of the projectiles depending on if they come from good or bad guys, that way I can better get to the bottom of this and never have confusion over, "are those my projectiles or theirs?" again.
-I like that the weapons are actually sorted.
Nice, glad to hear. It's just sorting by DPS.
-I often felt like my characters died without warning. I don't know if there are projectile collision issues or if it's just the lack of sound that's throwing me off.
Hrm, that sucks to hear. Well if an enemy collides with you, it does a
lot more damage than usual. Do you think that could be the cause? It may be surprising that it does so much relative to projectiles and seem like he died unexpectedly. The reason I have it working this way is that I want to dissuade players from trying to use their characters as a battering ram, just running into bad guys as a way to win.
-Does the shield affect every character? Visually, it looks like it only protects the person at the front of the snake.
Right now it's only the front character. I was thinking of adding an upgrade to make it effect more but now I'm kind of thinking of getting rid of that "upgrades" tab all together and replacing those features with skill gems.
It's a good start and a pretty cool concept. I played until the fifth dungeon.
Thanks a lot. I'll try to make these changes ASAP. BTW, you didn't mention skill gems at all. Did you use any?