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Here's my thinking about the Juice system: Tying a concrete cost to weapons allows for more freedom and flexibility, especially at high levels of play. For a stage like Big Windmill in particular, the high cost of the uppercut makes routing really interesting and leads to diverse strategies. It does affect those who are starting out a lot, so finding a way to make it more forgiving without taking away that limiting factor is a good idea.

It does make sense that getting the Voltaic ranks can be really hard, but I want those to feel like a substantial challenge. I could absolutely see myself lowering the times it takes to get a potent rank instead so that it serves as a more effective middle-ground and can feel like a satisfying challenge without demanding as much mastery as Voltaic. 

For the first note, whichever weapon you bookmark with 'E' is automatically loaded whenever you restart a level so you can always start with the weapon you want. I don't think I tutorialized that well, so that's something I should rework to be sure.

Also, I should have a new demo out in a few days so please give that a try when it releases and let me know if the issues are lessened in that build! Thanks for taking the time to write out your thoughts.

Wow, thank you for responding. After playing the new steam demo I've come to the conclusion that most of my critique was probably spawning from sub-par level design. I love the new stages and they feel like a breath of fresh compared to the itch demo. I'm still not good enough to get anything better than a mediocre but that doesn't stop me from having fun.  One thing I'll note about the new demo is that I'm pretty sure if you enter the memorabilia section before collecting any memorabilia then the game softlocks. I hope to see what's in store for Void Collector, good luck on development!