4 ms·
Hello, This a tremendously good game, very clean in all ways that matter. Merci beaucoup! Below is me wilding out a bit, feel free to ignore. The take home me
by kruffalon 2y ago
Hello,
This a tremendously good game, very clean in all ways that matter. Merci beaucoup!
Below is me wilding out a bit, feel free to ignore. The take home message is: great game, thanks!!
I do however wish for two things down the road:
More focus on the run
A) some kind of tracker for where you are in the run (level 2/10)
B) a perk that lets you chose (2-4 choices) what level to go to next (so you can pick ones you like OR search for hidden combos)
C) a perk that lets you prolong the run with 1-3 levels (making it easier to score higher and also to look for hidden combos)
.
Some complexity to the unlocking system
Since you say you are inspired by Vampire Survivors I think there is a lot of space to have more complex unlocks.
Like having levelled a perk to 3 unlocks another perk, 2 level 2 perks can combine to a different perk. 3 specific perks combine to a new one, etc
Completing a set of levels unlocks a final level in the same theme.
Unlocks based on misses per level and/or run.
Unlocks based on coin-catch percentage, obviously 100%, but also others.
Even time based unlocks (completing all levels in a run under X sec, completing every level slower than the previous one, or Mario style time unlocks, so ending on 11, 22, etc)
- lecarore 2y agoMerci for the feedback. A/ I had a current level display before, but now the menu is in its place. I guess once you pass level 1 i could display your current level instead of "menu" at the top right. I also want to show the score and multiplier, i'll have to do hard choices. B/ Yes, letting users pick the next level is a great perk, it's a bit of a code change but not that hard, i added it to the possible new perks list. C/ This perk already exists (menu/unlocks/+1 level) but you need to score a bit to get it. I've played a lot of nova drift where the is a lot of complexity to the upgrades system in-run. In previous versions of breakout 71 you would permanently unlock perks level by level but that was a lot of code and not contributing much to the fun, so I got rid of it and you for example just unlock all 3 levels of "extra level" at total score 13000 (all run scores summed). I did restrict some perks about ball to ball interactions (ball_repulse_ball, ball_attract_ball to having first picked the multiball perk) because otherwise they'd do absolutely nothing. The misses, coin catch % and level clearing speeds are already tied to an in-game behavior of having more options and being able to upgrade more than once after a level, so I don't know if I'd also add another thing that depends on it. Keyboard users (where it's really hard to not miss 50% of shots) will be mad :) I never heard of Mario style time unlocks, that sounds like silly fun. You get something for finishing the level in a sepecific amount of seconds, no matter how many minutes?
- kruffalon 2y agoIt seems I misremembered about mario or that i'm just bad at searching, the only thing I could find now is that the trigger for the fireworks is ending on specific number, oh well :) Obviously you know your game better and have a clear idea of what you want to accomplish. For me it was mostly a case of seeing a long list of unlocks and the only way forward was play another game (repeated a lot of times). One thing I like about Vampire Survivors is that you can try to figure stuff out and for me that is a much more enjoyable way to play "just one more" run (even though I still haven't found even close to everything, which I would have if it was only time that was needed) Anyway, thanks again for the game and good luck going forward!