Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

Hey, thanks for the feedback, sorry for not replying faster!

I improved the enemy preview screen, so that enemy description are collapsible, and are expanded only for new enemies in next level, that always appear on top.

It's ok that you don't like bloom, that's why I gave the players an option to disable it.

Pi was bugged, I fixed it now, but it's still nerfed compared to how it used to be. I'm doubting my decision to make modifier effects dependent on their order, on one hand it's supposed to make players experiment more, but on the other hand, it's easy to exploit, e.g.: put Fi after Da and it will completely negate the firerate reduction, cause Fi always gives you +5 to firerate regardless of how low it was before.

Negative armor penetration works as it's supposed to, it decreases your chance to deal damage to armored enemies, but it never makes it 0, cause otherwise you'd be stuck.

Yeah, I also think it was a problem, so I change how the spinners work, now they won't regenerate shields until they take some damage, and even then there's a delay.

Co and Da work well with Exp.

(2 edits)

Hey I'm glad the feedback was useful!

  • I'm doubting my decision to make modifier effects dependent on their order, on one hand it's supposed to make players experiment more, but on the other hand, it's easy to exploit

In my opinion the order of the modifiers being important has always been that it is something difficult to wrap your head around while playing. I remember you mentioning the main appeal for it was for cluster modifier when the bullet exploded. As a suggestion for something I believe could be intuitive, you could make a modifier that when the bullet is destroyed, it shots bullets from another weapon the player has equipped. That way you can have a way for the modifier order to matter (first the modifiers of weapon 1 all at once, then the modifiers of weapon 2 all at once), while controlling how powerful it and making it easy to understand. It also gives the player another reason to have more than one weapon with important modifiers.