I found a soft lock:
Toodahoo
Recent community posts
hmm. actually, never mind adding a length cap. When I had the idea of adding a length cap I was thinking that the head of the worm would be that part that slowly degrades. But if the back of the worm is the part that degrades (instead of the head) , and each back segment disappears after 3 moves , then the player can only add up to 3 segments of the worm before the back segment pulls away from the payer's gun, making the lifespan of the worm 9 The player could still possibly add more segments to the worm, but only if it turns 180 degrees.
However, this does not solve your problem of having to make a new animation for the tail disappearing, and the head disappearing animation would only be seen on worms with 1 segment remaining.
Perhaps you could make the worm gun appear more often or sooner in the game.
buff the worm gun
instead of each segment of the worm having its own life timer, make only the front of the worm have a life timer. With this, the worm would lose one segment every few rounds so that the overall lifetime of each worm is proportional to its length.
Edit: I think you would have to add a length cap to prevent the player from making infinitely long worms
Have you thought of adding a system for saving unloaded objects? For example: a player kills an enemy with some good blocks, but the player cant remove their current blocks without a Gauss cloud, so they go to find a Gauss cloud and detach some blocks. At the moment, if the player went back to grab the blocks they left behind, then they wouldn't be there.
Hard bugs and some suggestions:
1: Blue fighters will damage anything in their path if they have no target (including you)
2: You can see through Holo by mousing over it's blocks (I think Holo should just be re purposed; all it does is offer confusion to new players and waste time for experienced ones)
3: Enemy Nanites cannot stack, while yours can
(off topic: Nanites should have a lifespan similar to mines. They can be very annoying while looting an enemy who spammed them after battle and they make it super hard to get around. I also recommend adding the enemy core to the palette for bug testing)
Some Wild bugs I've come across:
- I started getting shot by an offscreen enemy with a beam gun. The beam was invisible for the first 2-3 moves, then was visible again.
- While fighting an enemy, I lost one of my indestructible blocks because power cell was destroyed (the block may have been gaussed, I wasn't paying attention). The block acted like a ghost block from one of my previous Bugs (had offset graphics) and the enemy could not push it. When I docked it back the bug was fixed.
- I degaussed an enemy's core and while it was running, it disappeared without any animation or sound. This may or may not have been me just not playing attention
Having played some other space games, I think it would be cool to add a sort of trading outpost. It would look like the launch pad and when you move to the edge of it, a prompt would pop up, showing you the trade. Trades could consist of trading blocks, fuel, or maybe even repairs for the player to receive. If the player accepts the trade, then the trade station will glow red (some sort of indication), and either automatically take fuel from the player or in the case of the player giving up blocks, the center block of the station would remove any of the desired block that moves over it. When the player has completed their part of the trade, the trade station would turn green (another indication) and spit out fuel rocks or blocks for the player to pick up.
Edit: I would have the trading stations be pretty rare, and only appear later in the game. They could maybe have a long range indication that they are nearby, and maybe they could be protected by challenging enemies.
For the block that can parry attacks, I think that it would have to be "Ready'd up" before reflecting a shot; the player would have to press space on the round they reflect a bullet/beam. If this is too OP, then maybe the parry would come out one move later, this would have to create a cooldown, but it could be used when the player moves a space after activating the parry block.
Example: the player sees a bullet coming towards them and they activate their Parry block. If the bullet was 2 spaces away after they activated their parry block, then they would move up towards it and it would run into the parry. If it was 1 space away after they activated their parry block, then they could either press space again, or move into the bullet and have it run into the parry block. However, the bullet will not be reflected if it hits the parry right after the player activates it, due to the delay
This example is assuming that the parry only works if the bullet runs into the block itself, not the block in front of it.
The reflected bullet will probably have to spawn inside of the parry block to prevent bugs.
Update: Mine factory was added!
It's current placement and description is temporary, will probably be moving it a lot when I test it more.
https://docs.google.com/spreadsheets/d/1H4Ap0kko0WnurnEjeg5Od-q3GIe8s_RrZVQVWDkk...
https://docs.google.com/spreadsheets/d/1H4Ap0kko0WnurnEjeg5Od-q3GIe8s_RrZVQVWDkkLS0/edit#gid=0
I have been working on this tier list; its pretty small for now, but when new blocks and new players come in, I can see this being quite useful.
I update it often, but I need suggestions from other players to make it more accurate. So far, almost all of it is based off of my play style, so feel free to give me suggestions, I will try to put them all into consideration. Thanks.
Hard: Having 3 repair blocks repetitively repair a block that's taking 2 damage per round until it gets destroyed causes a variety of glitches.
The easiest way to replicate this is to have 3 repair blocks all adjacent to a gun that can backfire. The gun must be facing an open space. Then spawn an enemy fighter directly in front of it and spam space until the gun is destroyed. You can do a multitude of things from here:
- Press space, crashing the game along with some graphical bugs
- Destroy the fighter, then spawn and dock any block in the spot where you had the gun; causing the new block to move around by a factor of 2.
Buff the Gauss.
The idea of having a weapon that can directly remove blocks from a ship is cool, but the Gauss seems a bit under- powered and doesn't always work as intended. Although you did add the mechanic that allows you to remove all the blocks on a ship in a single hit, I find it much easier to just snipe or ram the core when its exposed for a kill.
To fix these problems, i think the Gauss should function like a gun, and shoot a degaussing projectile that lasts 3- 4 rounds. I also think that when a block is removed, it should be pulled out a block (opposite to the direction of the degaussing projectile) so that the recipient ship doesn't repetitively dock it over and over again while the other ship just spams it with Gauss projectiles. This way the recipient ship will have more freedom of movement when getting hit with a Gauss, and the attacking ship (with the Gauss) will have a better chance of stealing the block. Maybe the one hit kill mechanic could be compromised for these changes, but the Gauss would still be a lot more useful and fun to play with.
Buff the asteroid factory
The asteroid factory is infamous for blocking player movement, and I know it as the worst block in both East bagel ship and in this game. I don't have any good suggestions for this, but the Astro- Fac would work if it either had a way to place the asteroids away from the ship, or if there was a way for the creator of the asteroids to easily move through them.
WIP Guide in the form of a tier list
https://docs.google.com/spreadsheets/d/1H4Ap0kko0WnurnEjeg5Od-q3GIe8s_RrZVQVWDkk...
happened again, i just docked the indestructible block in the bottom left . Hope this helps https://imgur.com/a/qnRLbWx