Jonpachi wrote: ↑Thu Aug 22, 2024 3:16 am
Since we have a developer on the thread, I'm curious if they could help me understand the intended player experience within the ship's XP system.
What is your intent and expectation of player experience here as the design team? Is a fully-powered up ship playing on Hard difficulty the "full" Cygni experience? How to you expect the player to deal with and progress within the XP system?
It's a good question, I'm not sure there is an easy answer for it, I think big part of the problem comes from the lack of better communication to the player (from our part) in a more step by step basis with extra hint boxes and info to ease the player in about the base mechanics, also more info on weapons and their usage would've been better. While some stated that the tutorial was enough others want more, (personally i think providing more info is needed).
If you ask us what we feel of the difficulty level (once someone is aware of the base mechanics) we were worried that "Medium" might still be a bit on the easy side.
During testing with various players we made a rule to beat the entire game on medium ( first 3 stages at least no upgrades and the rest with minimal upgrades to help out) (which you can do). After the release of the game Some players said that its impossible to kill all bosses or ground units in stage 1 without upgrades on Medium.
We can post soon one of our colleagues going through medium difficulty multiple times with no upgrades and she makes it look too easy killing all the bosses and 90% of all ground units in stage1, some of them so early that the rewarding filler units spawn to fill the space.
During our observations we've also seen players either notice something immediately or not notice it at all until one entire playthrough which significantly affect their method and gameplay, One such exmaple: We've had a player on a second run of stage 1 immeditaly notice smaller ground units recharging the shield of the larger ground unit, so if you aim at just large before killiing the smaller ones you would think its a bullet sponge. While another (surprisingly a more seasoned player) never noticed it even after completing 1cc first time and was complaining why he can't kill the large ground unit

. I suppose its about how different players approach and notice things.
Hard mode is more difficult but was also brought down a notch as well during later tests.
Easy is meant to be like "Training" mode, fire rates are low, projectiles are slow traveling, enemy units are slow in response time and so on. we never intended easy to be played as first time full experience (maybe just for practice runs here and there, because its much too easy), during tests we saw people jump-in play half way through stage 1 on easy got the controls figured, then jumped back to medium or hard.
"Hard" mode is designed as Cygni's true game intent because the game was designed on hard that includes speed, numbers, method and then toned down.
There are a few good videos posted online with some great playthrough 1ccs, was great to see how people were using different upgrades strategically (even though no info was provided), Raylight for isntance can bypass and not be blocked by large lasers, so people use that during boss laser fights and then switch back to projectiles.
I would say a ship with the following upgrades on hard can already be near full experience: "Homing projectiles" + "at least 8 missiles" + "Radial damage for missiles 50%" + "both ground weapon upgrades" + "Drones".
"RayLight" is a plus but not a must, same with "Shield blast", the latter of which we intend to revise if we get the chance since it was planned to be much more but was cut short on paper and we believe to be the weakest of the upgrades in practice at the moment even though it costs the most.
For pickups in story mode, right now the game registers the pickups only after you complete a stage, we noticed this is making newcomers more frustrated with the lack of resources to upgrade (even on easy) which contirbutes to the problem of potentially getting stuck in a death loop. Ideally if we kept the pickups being registered before stage ends and during combat, this would've been far easier and enjoyable for everyone just jumping in.
Hope this clarifies a bit,