Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
As well, randomized modifiers on weapons like levels, could be interesting.
1)Can we have an option to not have the zoom in when entering the boss area? It feels weird since you can move and shoot during the mini cutscene.
2)I feel like bosses beyond the first one (even the first one if you're lucky with gear) end up getting destroyed very fast, so maybe giving them a hp buff on hard mode would be nice, or making their HP scale depending on your damage stat?
3)Make boss fights have their own rhythm. Perhaps slow down the rhythm when the fight becomes mechanic heavy so that the player can focus on dodging, and accelerate the rhythm during moments when you can burst down the boss?
4)Does the shift action have iframes? If not, could you add some? This is mostly so you can deal with the growing dome attacks. Not sure how to avoid those and when I dodge into it I get hit. Unless there's a specific way to deal with em I missed.
5)Would coop be even possible due to rhythm mechanic? Just wondering.
6)More description for armor/shield/helmet/boots you pick up would be nice. Perhaps have some sort of encyclopedia of gear in the main menu where you can read a full description of each item you've picked up so far? Because tbh stuff like "Deals percentage damage" doesn't tell me much. Could even include some flavor text or lore in there!
7) More complex enemy patterns for their attacks. Right now you can just run around enemies and they won't really hit you. Needs to be harder!
Thanks for making such a fun game!
(Also make Gullveig attacks counterable)
I agree with most of the comment that Boodendorf made. The rhythm changes really need to happen. Also you should introduce more attack patterns that require you to dodge to the beat. The first boss is the best example of that. His left/right attack is what i expected from later bosses, just harder and more complicated. Meanwhile all the later bosses barely even utilize the beat and also die instantly thanks to OP items. I understand that you have to wait till the dome stops to walk through it but an invincibility frame would still be a great tool to have, especially if you decide to listen to players like me and increase the difficulty.
Edit. Since Zhan made some adjustments to his comment i also decided to edit this part. I still agree with what he said about UI improvements like statue visibility and item descriptions as i did in my original comment but i'm still not on board with the rest of the stuff he mentioned for both technical and personal reasons. Wasps are wasps. It's a small target, it should be hard to to hit. RNG of the coins and the rewards is something that is really tricky to adjust. Too much and it stops being RNG, too little and you feel like nothing has changed. So how do you fix it? First you start by making the game harder in various ways. Then you introduce more ways of obtaining currency and getting rewards. For example you could solve 2 issues with one stone by introducing some kind of a weapon upgrade system. Currently there is no real incentive to switch out guns since most of them are just sidegrades instead of upgrades. If rarer weapons could be upgraded to a higher degree it would incentivize the player to switch out guns while also giving him a way to use his currency. As for what he said about bosses, it's a very tricky topic. On one hand, you can't just remove the ability to steamroll the bosses with a good build, but on the other hand, you still have to make them a bigger challenge. One thing for sure, they definitely need more attack patterns, preferably patterns that are rhytmic and much harder. And i'm COMPLETELY against his idea to make the loot adapt to the character. It's part of the genre to find useless stuff and this shouldn't change.
The loading screen already has some current run stats, I would find personal satisfaction in knowing how accurately I'm beating bugs to the beat.
Also wouldn't be against a stats page with character stats or total global stats in main menu / pause menu.
2: Remix(es) of the existing soundtrack with an option to choose track by level or have the game randomly choose the music.
3: More thorough explanation on weapons and equipment as previously mentioned here. Please give the weapons names!
Thank you for taking interest, loved the game.
The color saturation is already in video settings, and having an extra option to tone down or disable the lighting effect would perhaps be welcome as well, despite "ruining" or negating the aesthetic.
EDIT:
After having moved the "saturation" sliders more aggressively, I understand that the lighting is already tied to these - I would like to change my request to perhaps separating the option of color filters and lighting contrast/saturation?
I like the color filters, but wouldn't mind a "cleaner" visual effect option.
B) do something about the awful colour filters
C) do something about the awful colour filters
...
Z) do something about the awful colour filters
maybe do something about gun range too
make it an option if need be
and I love the bird please keep the bird thanks
More unlocks/achievements would be nice as well
And keep range as is, it's perfectly fine and adds challenge. People just need to get used to it.
Damage numbers on hit, and some indication on how close you're hitting to the beat with each shot.
HP bars on enemies would also be nice.