Cool,
These are some thoughts I had/ things I noticed,
-> Monocle is extremely overpowered in the late game when you'll definitely have a lot of coins. My score was 180,000 at 60 min when I got monocle after which I crossed 6 mill at 120 min.
-> The chance to heal health on damage (band-aid) and reduced damage (bible) feels like an inferior version of the block damage (shield). The shield has the best effect (apart from the gold rarity) but has the lowest rarity.
-> The heal on hit (blood)doesn't make much sense when heal on kill (one of the cards) exists since the only pegs that can't be killed in one shot are the ones that damage you. Same goes with heal on crit and block (the other cards) feels inferior to heal on kill.
-> A bug I found, if you have heal on hit and you're in the chest or hand your health still goes up. (Technically it's possible to wait until your health full and then continue with the game)
-> I never really got good at controlling the ball, so a power up that reduces bounce/gives more control to the player might be an idea.
-> Summon on damage doesn't make much sense .
-> Money doesn't have much use in the late game apart from score.
Viewing post in Pegatelle jam comments
First off, thanks so much for the detailed feedback! Really appreciate the time you put into it and it is helpful for me to hear other’s perspectives.
Monocle is extremely overpowered in the late game when you’ll definitely have a lot of coins. My score was > 180,000 at 60 min when I got monocle after which I crossed 6 mill at 120 min.
Good point about the monocle. I thought it was going to be pretty powerful, but didn’t worry too much about balancing it because being powerful is fun lol. Going forward though, I do believe the cost of chests/shrines will scale with difficulty to help keep the total amount of money of the player lower than it is now.
The chance to heal health on damage (band-aid) and reduced damage (bible) feels like an inferior version of the block damage (shield). The shield has the best effect (apart from the gold rarity) but has the lowest rarity.
This was actually intentional, but maybe I made them too weak. There was a talk by the Risk of Rain developers about item balance where they mentioned they intentionally had some items that were “trash”/“filler” items to make the good rolls feel even more impactful as well as have items that were good targets for sacrificing through other mechanics. Unfortunately I didn’t have time to add the sacrifice item mechanic, but I still plan to add something effectively where you destroy an item for the low chance of getting a higher quality item back.
The heal on hit (blood)doesn’t make much sense when heal on kill (one of the cards) exists since the only pegs that can’t be killed in one shot are the ones that damage you. Same goes with heal on crit and block (the other cards) feels inferior to heal on kill.
On hit/On crit effects can also proc simultaneously with on kill, so they should be roughly equivalent in terms of effectiveness. Agreed that the on block would be substantially weaker than them as you generally will be hitting/killing/critting more often than blocking.
A bug I found, if you have heal on hit and you’re in the chest or hand your health still goes up. (Technically it’s possible to wait until your health full and then continue with the game)
Ah yes, it makes sense that your health will go up while you wait in the chest, but the difficulty of the game is also increasing while you are in the chest. I should probably just instantly launch you out of the chest/hand the moment you acquire the item so people aren’t tempted to sit in it.
I never really got good at controlling the ball, so a power up that reduces bounce/gives more control to the player might be an idea.
Ya, I agree ball bounce is too high so I planned to reduce that overall, but having an item that can reduce even more is a good idea!
Summon on damage doesn’t make much sense.
Hah, ya that was an item I threw in quickly because the backing mechanics were easy to implement so it was a “cheap” item to code in quickly for the jam. Main reason I added it was because I personally enjoy the game more when I see a ton of different summons bouncing around in addition to my ball so I wanted to cover all of the different on chance events. Agreed though that generally taking damage is something you want to avoid, so the summon it creates should be extremely powerful to counter balance the weird condition to create it.