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(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.

(+2)

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.

(+2)

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.