Thanks, I also noticed this one and this is now part of my bugfixes list for the next version :)
StabAlarash
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Thanks.
I'm still unsure about the solution I currently have but in a nutshell:
- I've got a level scene for each difficulty tier
- The level is separate in screen sized sections containing a list of enemy patterns to randomly choose from. You can also have several at once.
Pros:
• easy to setup and change
• you can somewhat tailor the level a bit better and avoid things that feels way too random
Cons:
• gives too random results anyway, sometimes ending sending all the hardest choices all at once, making it hard to properly balance
There might be better ways to set this up I guess:
- Picking from a "deck" of options to avoid repetition
- Favoring next / parallel options that fits well together
- Assigning a score to each pattern to make sure to keep the difficulty balanced
- Etc...
At least that's a few things I can think of about this particular case but it eventually all comes down to the experience you want to achieve.
thanks, I was also not sure about loosing upgrades on damage to be honest. In one hand it goes well with the shmup tropes but not with the roguelike ones...
I also agree with the lack of different paths, if you look at other games with this kind of system, like slay the spire of course, there are way more "columns" to choose from. I was limited by the 64 pixels constraint on that. I had 3 columns at first and came to the same conclusion, 4 feels only a tiny bit better but is still limited.
Thanks a lot for your feedback. Yeah this game needs a bit of balancing (can you tell I barely playtest this ? :P). I actually had the same problem with the boomers just killing the whole room, wanted to tone down friendly fire a bit but it was already too late :/ (another one for the post jam bucket)