View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0017886 | Starward Rogue | Gameplay Issue | Nov 28, 2015 5:46 pm | Dec 16, 2015 3:57 am | |
Reporter | mooncows | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.137 (Revised Room Art) | ||||
Fixed in Version | 0.204 (Mechs!) | ||||
Summary | 0017886: Some room require missiles to get to enemies | ||||
Description | Some rooms ive been in have enemies hiding behind walls that need missiles to get to them. What would happen if i didn't have any missiles? would my run just be finished? I think there should always be a way to finish a room without the use of consumables. | ||||
Tags | No tags attached. | ||||
related to | 0017916 | resolved | Chris_McElligottPark | Locked away enemies....hacky |
|
|
|
This happened to me, save file added. Ended my run. |
|
Did you not have missiles when you entered the room in question, or did you run out of missiles while already inside of it? For rooms that REQUIRE missiles, the game is supposed to immediately spawn an enemy that is guaranteed to drop some, if you should be out of missiles. |
|
I'm not sure, but I think I had some going in and an enemy also spawned, but I probably wasted the missile it dropped and no more spawned for me. In addition, spawning enemies so that you can grab some missiles and escape the room seems like very hacky behaviour to me. I would just make only bonus consumables hidden behind walls requiring missiles and not key progression enemies. |
|
I never actually ran into the problem but i feel like i agree with pepisolo on this. Perhaps on these rooms having something as a bonus behind walls would be good? consumables perhaps. Or just change the walls to the shootable ones? I understand that there is a way to get out, but lets say someone younger playing and tried to shoot missiles and misses, wastes them etc. Now they cant finish the run and its a bad feeling. |
|
After some more thought, this enemies behind missile breakable walls thing is one of the weakest pieces of design in the game and needs to change. If you have to spawn a new enemy so that the player can get a missile to get out of the room that's just plain hacky and clunky. It also opens the door to potential exploits if you have to keep spawning enemies in. Additionally, having a walled off enemy is not even fun, if I'm going to waste one of my precious missiles then I want it to be because I'm opening a room with gear for myself, rather than to release an enemy -- generally, although if there are exceptions then the enemies would need to be non-mandatory. Changing the missile breakable walls to shootable walls should fix this, leaving the missile breakable ones typically for just goodies. |
|
Agreed. It would be equivalent to Binding of Isaac placing enemies behind rocks you have to break with a bomb. They never ever do that, because you can't know the player will have a bomb. There's always a way out, even if it's blocked by a single poop (the equivalent of normal shootable objects). |
|
Thanks! * Previously there was an invisible "spawns entities that drop a missile if you have no missiles" spawner in certain rooms that had no way to destroy all enemies without using a missile. This was to prevent situations where the player becomes permanently trapped due to lack of missiles. ** However, this didn't feel right to some players, was confusing to many, and was also exploitable by some. So... yeah. That's gone. ** Now the rule for proper room design is that bombable blocks can be used to block off rewards that are optional, but not main passages or places where enemies are. Makes sense actually! |
Date Modified | Username | Field | Change |
---|---|---|---|
Nov 28, 2015 5:46 pm | mooncows | New Issue | |
Nov 29, 2015 8:00 pm | Pepisolo | File Added: ForBugReport_2015_11_29_17_22_34.save | |
Nov 29, 2015 8:01 pm | Pepisolo | Note Added: 0043687 | |
Nov 29, 2015 8:03 pm | Pepisolo | Note Edited: 0043687 | |
Nov 30, 2015 9:31 am | Misery | Note Added: 0043692 | |
Nov 30, 2015 11:21 am | Pepisolo | Note Added: 0043695 | |
Nov 30, 2015 11:22 am | Pepisolo | Note Edited: 0043695 | |
Nov 30, 2015 11:26 am | Pepisolo | Note Edited: 0043695 | |
Dec 1, 2015 12:25 am | mooncows | Note Added: 0043700 | |
Dec 1, 2015 11:25 am | Pepisolo | Note Added: 0043703 | |
Dec 4, 2015 9:43 am | Pepisolo | Relationship added | related to 0017916 |
Dec 4, 2015 9:52 am | Bluddy | Note Added: 0043726 | |
Dec 16, 2015 3:57 am | Chris_McElligottPark | Note Added: 0043808 | |
Dec 16, 2015 3:57 am | Chris_McElligottPark | Status | new => resolved |
Dec 16, 2015 3:57 am | Chris_McElligottPark | Fixed in Version | => 0.204 (Mechs!) |
Dec 16, 2015 3:57 am | Chris_McElligottPark | Resolution | open => fixed |
Dec 16, 2015 3:57 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |