Congrats, human I have never met before
aswart
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got another round of suggestions, this time it includes a contract, some worldbuilding, and a sidequest. Feel free to include your reply in the document itself, I gave you commenting permission
https://docs.google.com/document/d/1_9z9d6TZzinV2S2Inch85Fc4moqJlQeqdZMwXPukIYo/...
Also, if anyone else has an idea, they are welcome to comment
Agreed. I was just saying how I, someone with zero experience in game design, would modify the idea. Probably something that would be easier to implement would be a combat modification. I like the idea of sacrificing damage and defense for evasion, but I tried it out in the game and got hit 12 for 12 and was doing scratch damage. I think 50-75% dodge chance in exchange for losing 90% damage would be better, though I imagine that it would take a bit of play testing to find the right balance.
Ok, I have several, but here is the first one
I understand that you have been having trouble making the Bat Form more useful for the players. My idea is that you could make it so you can fly over obstacles. The speed increase is nice, but most of the game needs far more maneuverability than speed. How I recommend implementing this suggestion is by creating 3 kinds of collision. Normal collision works like normal, but can be flown over while in bat form and prevents shifting back into true form. Bat collision prevents you from entering a tile in bat form, but allows you to enter it in true form. The idea is to prevent you from entering doors in bat form (bats can’t open doors) or triggering events. Finally, you have super collision that reacts to any collision tag, and is supposed to prevent out of bounds glitches