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(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.