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(3 edits)

The update has given me some thoughts and questions.

1) Now we have a sledgehammer. As I understand it, this is to make the player stronger at the beginning of the game. This makes Kleers less dangerous.

2) The new enemy models are very beautiful. But now, it seems to me, you shouldn’t spawn too many of them. How much will new quality models affect performance?

3) Huanman's attack seemed strange. Apparently it is used more for open spaces. In any case, the attack does not look dangerous. It is difficult for these projectiles to hit the player.

4) It's great that items have a size setting option. You can conveniently adjust the item if the size does not match the intended size.

5) With this update, Albino become weaker than Reptiloids (or at least equally dangerous). The reason is that reptilians have smaller and faster projectiles. For a reptilloid they give 5000 points, and for an albino - 7500. Will the reward change or remain the same?

6) One of the enemies from update 11 does not look dangerous. The Lazobar fires its projectiles towards the player, but if the player is constantly moving they never reach the player. Even head lasers are easy to dodge. You just need to go left or right. Additionally, the head explosion never reaches the player if they are moving. Perhaps I tested the enemy incorrectly somehow. Or is that how it was intended?

Edit: By the way, gnaars are very well balanced in this mod. But I remembered one classic enemy that lacks danger. Beheaded Firecracker. Even Rocketman feels stronger than a firecracker. I always felt like the developers should have made him a stronger enemy. What do you think about this?

Edit2: Noticed a problem on the "Serious" difficulty. Some enemies attack so often that they stop approaching the player. For example, red biomechanoid. This makes these opponents much less dangerous than on Hard difficulty.

2) They're not that higher in quality. The game has very little trouble rendering 1000 tris models.

3) The huanman isn't meant to be a super dangerous enemy. But its projectile is still fast, has homing qualities and boomerangs like the demon's fireball. They can still hit you if you're not careful. And the big one's projectile has a large hitbox. Though that one was more to make it easier to dodge their devastating melee attacks.

5) All I did with the albino is slow down their projectiles. Previously it was very difficult to deal with them in a larger fight.  It still does 20 damage (which is 40 on serious) and the albino still has a lot of health. So I wouldn't say they're equal to reptiloids.

6) The Lazobar is essentially a lighter weight reptiloid. Do keep in mind, its projectiles are potentially eternal. If you don't take care of them quickly enough, they can really flood the battlefield. Sure, when you focus on them they're pretty easy to deal with, but once there are other enemies, they can easily sneak in a few hits.

7) I think the firecracker is still tougher than the rocketman. They shoot multiple projectiles. Sure they're easy to dodge, but when there are multiple of them, that can be difficult. But of course, the beheadeds are meant to be low tier cannon fodder. Still, the mod does increase their movement speed and attack distance, so they are ever so slightly less useless.

8) I wouldn't say they're less dangerous. It's the projectiles that make biomechs dangerous after all. That said, the reaction speed reduction might be a bit excessive.

I return to the question of the difficulty and balance of monsters. Found out some interesting things.

I have categorized the monsters as being able to move towards the player depending on the difficulty (Yes/slow and rare movement/No)

From my gaming experience, I will say that the further away the enemies are, the less dangerous they are. This is especially true for enemies such as the biomechanoid (red) due to the explosive projectiles. Surprisingly, on lower difficulties the danger from albinos and tanks increases due to their powerful close combat with good range. In addition, Catman becomes more of a ranged opponent on maximum difficulty.

This was my experiment. A red biomechanoid with the balance of the standard game (not a mod) would most likely kill the player more often in such situations. I tried to describe in more detail my thoughts about this balance. 

Will the difficulty/monster balance remain the same? Or will something change?

I'm actually thinking of removing the reaction time modifier entirely.

Fine. As I understand it, it is this parameter that makes the balance so strange. The remaining parameters on normal and higher difficulties (except for movement speed) are similar to the original game. I note that sometimes when colliding at high speed, enemies lose a few hit points. Apparently this is due to the speed of 1.5. But this is no longer such a significant remark.