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(11 edits) (+1)

Got a few suggestions id like to stick here, some are hopefully simple, and or food for thought.  

1: iv noticed maybe 1 area 2 at most were some of the key cards don't have there color coded base they hover on under. most if not all have some color indication under them, minus a select few.



2: this one is a potentially crazy suggestion, you know in unreal how the dispersion pistol can be upgraded over time, or how each mission in unreal 2 you would get a upgrade of some sorts from Issac, i was thinking that what if each guns secondary fire is something you acquire after killing a boss, that way you can deliver every gun to the player, but then they still have a secondary fire to unlock some how, maybe after each episode ends? or boss kill, as there is only 6 guns in the game with alt fires, 5 if you don't count the shotgun, and you could have that as is with its secondary fire to teach the player there will be one. and there are 5 bosses = 5 attachments after each kill, you wouldn't have to change the models or anything. maybe each boss drops the attachment and that is how the mission ends vs on kill, collect it with little top left green text then mission ends. again this is just a wild suggestion. not something that has to be done. just spit balling :3

(2 edits) (+1)

1) the only important part here is to have something below them - its really just there to make the key more visible

2) for this to work I really should have planned for it before making the guns and bosses ๐Ÿค”
I sort of had something like this planned: originally you would get the bloop gun from the big bloops corpse - but even this brought the problem of: where would you get the gun if you start with a level select? like would you start the levels afterward the boss with this gun ?
(I guess Prey pulled it off greatly - but I just don't have that kind of bravado)

overall I feel this idea of combining guns from bosses would make more sense in an open world game  or rpg where you can go anytime anywhere - or at least some megamanish ordeal where you can choose which boss to tackle first  ๐Ÿค”
(I also remember SiN did something like this but that was also a linear game and you had to find the parts in secrets and it was really easy to miss one)

(10 edits) (+1)

1) Absolutely, and that was exactly the importance i was conveying in the image comparison, maybe i should of put it in bugs ๐Ÿ˜…, but yeah, the left screen shot is E2M1 were the Green key is located, and it has no green pad under it, iv checked to see if every other card has one, (in EP1-2 only) and they do, i should of put 1) it in the bugs section my bad ๐Ÿ˜ต (il make sure to keep a eye out in the further EP's today.

2) with the lvl start, i am not sure if you have played the recent game cultic, but most of the time each lvl select spawns you with the what type of load out you might have at that point in time (with a optional melee only load out start button), in terms of progression, but considering alot of the guns are pretty much all given to the player so quickly, i can see what you mean at how difficult it is to gauge, which is why on my first EP1 play, i felt like a lot of the guns were given to the player way to soon, you pretty much get everything almost in E1M1, which is totally fine if that is how you want it, i just feel like the main take away for me is not really about segregating the attachments to bosses per say, but more so a sense of lacking progression with your arsenal. With the bloop gun for example, that was presented to the player in such a cathartic and meaningful way, as well as it  being unmissable, then ofc any map after can have that gun as a secret to be found or just around in the lvl anyway, half life 1 has plenty of guns that you did not really have to pick up so to speak, so that them being non mandatory is not a issue. Its mainly just the When you get most of your load-out, and How quickly you acquire everything that feels distributed prematurely.  

Also for the record, you have tons of bravado, you are kicking ass dude! don't sell your self short!

(1 edit) (+1)

1) well if you encounter a section where you have a hard time finding the key that is definitely something I need to look into ๐Ÿค”
2) I guess it was a bit of a mistake of thinking of them as tools - when you don't have one the game is a lot harder
so I have no choice but introduce them early on
maybe I should have made it in a way that you lose all of them in an episode .. but that felt like a bullshit move ๐Ÿค”
(it's difficult to balance guns - like there shouldn't be useless guns  but on the other hand you can never have enough of them .. so I understand how such a small set is kind of disappointing ๐Ÿ˜”
.. but at least you can carry more than two at a time ๐Ÿ™‚