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IDProjectCategoryLast Update
0010308Valley 2Suggestion - General IdeaJan 17, 2013 3:30 pm
ReporterDash275 Assigned To 
Status consideringResolutionopen 
Summary0010308: Put more emphasis on close quarters combat in the platformer segments
DescriptionThe last few times I've booted up Valley 2, I haven't really had much challenge in the way of the purifying tiles part of the game. The only exception is the Henchmen battles, which are still very frustrating, both for being spammy with their attacks and for their rooms often being more deadly than the guy inside. I'm currently stuck trying to get an upgrade, but the Henchman I'm having to fight is in a room that kills me before I can get too many shots off.

I think the strategy part of the game is coming along quite nicely (and I think should eventually be a stand-alone mode), but I think the platformer segments need some excitement. I know the game has only 13 enemies finished as of now, but Super Mario Bros. had about that many, and we will always look back at those enemies and know that they created some difficult sections. Those Hammer Bros. sections will always curdle my blood. Why? You had to get in close to fight them, and if you weren't deliberate and careful you might get yourself killed.

This concept is very close to the heart of the Metroidvania style. Every Castlevania uses melee weapons (or ranged weapons that shoot peas for single digit damage) and while you can use ranged attacks they require ammunition. Some Metroidvanias make the ammunition extremely scarce so you're spending most of the level in close combat and using the ranged abilities in emergencies. Even the Metroid games are extremely close combat, given you can only see ten feet in front of you, and chances are there's a few walls in between. This idea of being close to your enemies creates tension and excitement, because you're in as much danger as you're putting your enemies in.

This wouldn't require a huge change in game design I don't think. I noticed a few classes have elemental whips that only go a few feet. Those would be excellent as basic weapons that can always be used, and the shooting spells might require ammunition. Maybe you guys might start boosting the standard ammo cap from 30 to 99 or 100 if multiple shooting weapons of different strengths are to be given. Monsters can even begin dropping multiple ammo points to encourage people to experiment with their spells and use them with consistency rather than, like I and some others do now, just dump them all on the Henchmen.

The best thing about this is that no longer would spells have to be balanced by damage and behavior, but simply changing the ammo use rates. If a spell plays out to be powerful, it can be made more expensive to use, and cheaper if a spell turns out to be relatively useless. By imposing a cost of ammo on usage of spells, you introduce an opportunity cost system to the spells of a class, where people are given an incentive to be creative and find the best places and reasons to use their spells. People might not use the "drop fire here" spell if it costs 10, but if it costs 1 then people might be using it all over the place like Moon Lamp in Valley 1.

Anyway, just me playing with taking melee first combat to a logical conclusion. The design is ultimately up to you guys, but I do think the platformer segments combat in general needs more danger, and short range combat should be brought to the forefront.
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Internal WeightFeature Suggestion

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Issue History

Date Modified Username Field Change
Jan 7, 2013 10:20 pm Dash275 New Issue
Jan 17, 2013 3:30 pm tigersfan Internal Weight => Feature Suggestion
Jan 17, 2013 3:30 pm tigersfan Status new => considering