Weak Boson wrote:Great to see more QOL features.
Hard mode is indeed hard, maybe a bit too much for me (Normal was just right). I don't know if it would be too much to work on, but I feel like the higher difficulty options (particularly Demonic) could be really satisfying if there was something to balance the ultra hard enemies, eg, more powerful/lenient player abilities.
I am thinking to reduce the power down penalty on death. -1 power level or 1/2 your power level.
Weak Boson wrote:
That actually reminds me of a question I had, and maybe a suggestion. You're demon friends can take bullets for you, but I'm not quite sure how it works. Is it just that after taking a certain number of hits you lose one? do they recover between stages? does it matter which one of them gets hit?
My suggestion is to give them a bit of invulnerability after they get hit. So they could only be hit at most (idk) once per second or something. I'm guessing they have this to some extent already, but as it stands they can really get chewed up in places, to the point where it feels like using them is just not an option.
They can take 3 bullets each. They are healed by blue hearts and staying near you (nothing to grab or attack or you pull them back with focus fire).
I plan to teach these in a mission mode later.
Weak Boson wrote:
Oh, one more thing I wanted to ask: have you considered implementing option formations other than search? Maybe that would change too much, but it could provide some good utility. For example, there are times when you want to use the fast speed but not really the homing attack.
Sure, maybe, when I figure out how best they could be managed and selected.