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(2 edits) (+2)

As i cant record in full fashion at the moment i am going to post a few bugs iv noticed or potential oversights that might be active.

1: i have notice that when you fall down on the ground from fall dmg, Zortch refuses to get up on her own unless you click to rise her for battle (think maybe changing it so zortch automatically gets up after a brief second would go a long way for maneuverability.

2: The plasma pistol shield deploy secondary fire consumes no ammo when used, allowing the player to pretty much put up endless amounts of shields, they also dont seem to break after enough fire power has hit them, (maybe changing them so they have a Hp meter and a small amount of ammo is  consumed on each use of the secondary fire might help over reliance)   

(2 edits) (+2)

2: I think not cheat but fun feature. Despite to first impression.

During walkthrough I some times try to use this, and most of time I have longer fight and more troubles than just shot every baster fast. (Or jumper comes to your ass or some grenades make You surprised!)

And even I tried to use shied protection from final boss on MAXED, but... It's just a sad picture. (At least before couple of latest fixes)

It's frequent situation for me, when I playing in some game of MutantLeg I think something like "It's so cheat and just a free stuff", but ago I feel more like "It's so cool! I love it think! Why other games won't make it same way?" because game have another points to challenge to allow it a bit of fun.

(3 edits) (+2)

I can see what you mean with the fun defo haha, unlimited stuff don't always mean cheating or hand holding your right, but maybe a cool down would be better .as a nice middle ground, as its more so how quickly you can do it repeatedly and use it then how much you can use it  also would be nice to have the shield evaporate on a timer after being inactive for practical and game play 🤔

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Personally I have mmm trouble/style with a lot of ammo-preservation, and at most of games I prefer common and low level stuff or better infinity with more slow and accurate usage to progression.

This way, free shielding give me a big fun as free stuff itself with limited effective usage.

But agree with inactive disappearing, because it's funny when you reviewing level for secrets and found old shield used at level start. (But it's also harmless thing, and may be useful and funny enough at his current state. Simple timer can be not so good, but timer based on last damage time may be more difficult to implement and just over-featured)

My first reaction almost same as your, but over walkthrough i feel it's just already good enough.

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these are both intentional

1) fall damage should happen very rarely though (only on e1m1 or e4m3 - apart from that maybe some rare places)
but I see what you mean - the recovery was actually sped up because it felt too slow

2) I agree that this feels like a bug a bit .. but i'm not sure what to do about that 🤔 (many of my uhh.. 'innovations' feel like bugs 😔
(some of the encounters are designed as little logic puzzles - the shield comes very useful on the 3rd boss - even on Maxed
but as Abnessor mentioned - for the final boss it's not much use despite the inf. ammo  )

(4 edits) (+2)

Unlisted video example of what i mean for 1:, only when i tap a key or click will zortch realize she has legs still xD which is funny honestly, but might potentially confuse the player some what in the wrong ways.


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well as long as she gets up 🤔

unless.. so in this vid do you actually needed to go into the menu for her to react ?
like as long as its just a tap its ok.. but if she doesn't react at all to any key pressed that would be a problem  🤔

(4 edits) (+2)

she does react to a key press, so fair enough if not a bug, just feels very strange to have to get up with a action, wondering if it would be better to ether have zortch get up automatically or have no animation full stop and just take dmg with the "ouch" sound effect and bar health deduction. (and small splat of blood {purple blood if you cant use red} vs a Red X for environmental game play story telling) but if you are happy with it as is, then so it shall be 🥳

Deleted 1 year ago
(6 edits) (+1)

I think for starters with 2: definitely a cut off point for the shield being active. like a duration timer would be a grate step, plus would help you cull a lingering object being on the map 24/7. and i do think the shields would benefit to have some kind of breaking point, sure they can be unlimited to use (be it not so fast placed down after each one) but it would add some tension to the fights of thinking oh shit its guna break, then set the next one up, and then if its inactive to long anyway without being destroyed/hit it will jolt away, that seems like the best way to go about it in my eyes, its just up to you on duration and how much hits it can take before breaking and balancing it to your liking :D and in my eyes cakes are had and eaten, as there is no limit still on it, its just limiting other things to make it seem like its limiting, the illusion of it so to speak. players will be warm to it for sure, and it would eliminate them thinking its a bug, cus we both thought it was a bug to start with, and only on long periods of play had we grown used to it, so i think those small changes would go a long way for players to know that it is not a bug but feature mwaha.

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In general i agree with your suggestion, but i think it's be good only if implemented more mmm complex and difficult. (Like effects to show shield near breaking and beautiful destruction, like in Clive's Barker Undying)

But also if shield toughness be nerfed too high i think it can be feel almost useless by total efficiency against jumping and bombing enemies vs mental tactical difficulty.

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I experimented with both and it really just made it useless: its difficult to get the right amount of hp for it so it doesn't break too fast but not too strong
so the thing is its already limited in many ways: its really small, you can only have one, it doesn't move with you .. and its useless against melee
(I actually thought about upgrading it so dinos and wasps cannot get through .. but it seems everyone is feeling it's overpowered already 🤔
thing is my utmost concern about it is that it should shield you from explosions - as long as that part works without bugs I'm ok with it 🤔

(7 edits) (+2)

Fair enough with the HP effect, i think you are right, it would be very hard to make it not so useless considering how much there would be hitting it, i think your on the money with that, i think a perfect middle ground would be just a timer, does not have to be a short one, maybe 100 seconds or something, and then it does the same animation of disarming its self as when you place a new one. 

Or maybe you could only place one down at a time while a single one is active, which could be slightly less time, maybe 30 seconds or 50, and then some kind of indication on the HUD were the ammo is when its about to run out and disarm, so there unlimited in use, but due to them being placed down and stay there for a set amount of time, the player has to be smart about were to place it, as it will be there till the time is up, then can place another down and each one would be important choice to the player, and its current function right now could be a cheat in the console, that way the function is not removed and peps can have fun with it how they see fit, again, just spit balling idea's, if you are happy with it as is, then as is, it shall be.