View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0009632 | Shattered Haven | Balance Issue | Sep 23, 2012 12:05 am | Mar 9, 2013 7:57 pm | |
Reporter | GameMaker24 | Assigned To | Chris_McElligottPark | ||
Status | assigned | Resolution | open | ||
Summary | 0009632: Blinking enemy indicators | ||||
Description | If, on a screen adjacent to the current screen, an enemy is on or adjacent to a sub-level arrow tile, the graphic for that enemy could blink on the associated arrow tile to let you "see" that the enemy resides just off-screen at that location. This is useful for when you've narrowly escaped pursuit but can't necessarily remember which position the enemy awaits you at. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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I think this is a bit counter to the mood of the game, and it's not something that alpha players have mentioned. One thing that the game used to have was that the border exits actually blocked enemies from coming on to them, so you couldn't get hit via cheap hits like that. However, that lets you move horizontally a bunch without them getting you, and it creates arbitrary safe areas where the fierce monsters are really powerless against you. So I changed that away from being there. Thoughts? |
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Maybe pause the game whenever a player enters the area, and allow them to leave if they are going to get freely hit? Or perhaps have the safe zone, but make it only last while the player is still in the border exit? |
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This situation still arises for me occasionally, in more complex levels, but I don't think it's worth investing a lot of time into. And I definitely agree that Grays should not be barred from walking on exit arrows, for the reason you described *and* because it breaks the fourth wall, lol... Ideas that may be good or bad: - Player could be invincible for a second upon stepping into the sub-level. But that would seem strange and be exploitable. - Enemies could be relocated a few tiles back if they were too close to the edge. But that would require pathfinding to available tiles and might be too complex. - Relocate enemies to where they were originally.... Nah, that would be hugely exploitable! :) |
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The invincibility thing is similar to something we do in Valley 1 and 2, so that could actually work. But, as you say, any of these things are exploitable. In a lot of respects, I think it's thematically fitting if there is uncertainty about monsters being at the edge of the screen when you were being chased by them. Aka, the way it is now increases tension which is good. Obviously there are downsides as well, but making something that kills the tension (aka which can be exploited) seems to me to be a worse tradeoff than what we currently have. That's my thinking at the moment, anyway. |
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Yeah, I agree with this mindset. After setting one's self up for a screen-edge run-in just once, I'm sure most players will vigilantly take note when they leave a pursuer hanging. |
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I tend to! |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 23, 2012 12:05 am | GameMaker24 | New Issue | |
Sep 23, 2012 12:05 am | GameMaker24 | Status | new => assigned |
Sep 23, 2012 12:05 am | GameMaker24 | Assigned To | => Chris_McElligottPark |
Mar 8, 2013 10:18 am | Chris_McElligottPark | Note Added: 0031020 | |
Mar 8, 2013 10:18 am | Chris_McElligottPark | Status | assigned => feedback |
Mar 8, 2013 9:38 pm | Winge | Note Added: 0031027 | |
Mar 9, 2013 6:02 pm | GameMaker24 | Note Added: 0031059 | |
Mar 9, 2013 6:02 pm | GameMaker24 | Status | feedback => assigned |
Mar 9, 2013 7:51 pm | Chris_McElligottPark | Note Added: 0031062 | |
Mar 9, 2013 7:55 pm | GameMaker24 | Note Added: 0031064 | |
Mar 9, 2013 7:57 pm | Chris_McElligottPark | Note Added: 0031066 | |
Apr 14, 2014 9:29 am | Chris_McElligottPark | Category | Gameplay - Balance Issue => Balance Issue |