Arcane Assembly

Arcane Assembly

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kailomonkey 20 Jul, 2024 @ 6:31am
Great game concept, could be longer, here's some suggestions.
Hi I'm loving the game and have a keen interest in programming. I have a few suggestions for further powers / functions that could be useful:

A divide function. I needed this to automate a calculation and it wasn't there.
Repeat able to take a variable. Again I needed this for an automated calculation but it only takes a constant.
Fix your < which seems to do the same as <= and do the same for > if needed.
Multiplying, adding, subtracting or comparing negative constants doesn't work correctly, maybe fix that.

Limit enemy angle to a proximity. It can currently detect enemies way off screen which is fun but too powerful. A set radius from the orb being checked.
Include an enemy distance? Might have a utility. Or just replace enemy angle with enemy pos so we can work out either using the functions.

Destroy orb function that just despawns it. As it is I can only really explode an orb to get rid of it immediately, or send it to collide, or maybe turn it into a ward to get zapped away.

Make the dash a spell function so we have to assign it ourselves.
Doing this we'll also need an input of player facing to make the base ability. It could be an angle output of 0 / 180 so the base function would say Dash > Angle Player Facing > Distance 5, but we could change the angle and distance to anything. Give it a max distance and a cooldown if necessary.
Allow many more spell slots than 5. So we can fit the dash in but also even more spells active and ready.

Other movement spells so we can float and stuff. I know you can currently fly as an accessibility function but a more limited version for regular players late-game would be great. High up hidden areas could then provide more secrets to find after completion.

The final power we could get from the final boss could be a resurrect adversary power. So we can stand in an empty boss room and bring back the boss. Have no limits on it so we can fight 10 at once if we want.
Make insane difficulty more insane. Much more enemies, and on every screen. Once we have OP spells there's not much to do with them.
Or both of the above could be just in a new game + option or a boss rush area unlock.
Or a rogue-like mode with all spell pieces unlocked but perhaps rising mana max as the danger level rises.

Enemy immunity. Have certain enemies immune to a damage type and make them invulnerable for a while since they last got hit by that type.

Let us scroll or move the variable section for when we have more variables than fit on the screen. Otherwise they get lost and you have to move the declarations higher in the spell to make them available to grab.
Allow multiple lines of spell to be selected and duplicated. Also allow copy from within one spell, to paste in another spell, working the same as duplicate.
Last edited by kailomonkey; 23 Jul, 2024 @ 6:21am