Thanks for the comments <3, some thoughts:
Rue wrote:
The problem I find is that the judgement system can only be used on specific locations rather than saved for a specific cash-in
This was actually the intention: a system that you'd deliberately use whenever it became available, rather than saved for a cash in. I actually wanted to deliberately avoid the typical "cash in" style hyper use, and encourage players to earn and use the mechanic as many times as possible per stage and focus on making the actual "killing" with it feel different and more risk/reward oriented.
Rue wrote:
You can also make a few tougher enemies capable of taking a few slashes, but are dropped quickly with a homing attack. Some might even have immunity to different attacks, who knows. Combine that with properly organized enemy waves, you can compliment the pace with precise shot control for a butter-smooth experience with a fair punishment for every mistake. What I'm suggesting is almost present in the stage portion, but not quite. Definitely missing in the boss sections, however.
This is pretty much how it already works. The normal "wraiths" for instance are always dropped by a single slash. The teleporting version, however, is dropped by a fully charged homing shot. Zakos are dealt with by rapid fire. Etc.
Bear in mind, the dps hierarchy is as follows for all enemies:
Slash + Fully Charged Homing Follow Up > Slash > Shot
If something doesn't die from a single shot, then slashing it will be faster. If it doesn't die from the slash, then the homing follow up will be the fastest kill method.
Making enemies immune to certain attacks feels wrong to me, however. There's a very deliberate flow to slash > homing shot > slash, which immunities would disrupt. Immunities are more for games with more "rock paper scissors" style weaponry, which doesn't exist here except in the zako vs tank dichotomy.
Rue wrote:
At the mid-boss for instance, a single slash should drop their shields, as opposed to taking noticeably longer with normal shots.
Pretty much everything you can do is faster than shooting them with normal shots. The DPS is poorly balanced (due to some last second changes) but far range combat will pretty much always be the worst for anything that's not a zako.
The ideal speedkill method for the bubble phase is as follows:
>Charge up the mines while they are invulnerable, and place it on two of them.
>Slash the two you dropped the mines on, and destroy the shields with a fully charged homing shot. The mine + the homing shot will be enough to drop those shields
>Move over to the two and slash > fully charged homing shot > slash. The second slash will finish them off.
This should be enough damage to transition phases.
The miniboss is pretty shit right now though, I agree. Worst part of the demo IMO.
Anyway thanks again!
_________________
RegalSin wrote:
Japan an almost perfect society always threatened by outsiders....................
Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Aeon Zenith - My STG.