Nice screenshot. Here’s the health bar in your shot.
When you take damage, it flashes white.
I’ve done lots of optimization, so the only thing that lags now is bullet count. I may need to cap the bullets per shot or nerf such items.
Nice screenshot. Here’s the health bar in your shot.
I’ve done lots of optimization, so the only thing that lags now is bullet count. I may need to cap the bullets per shot or nerf such items.
True, would you say the zoom in needs toning down or removal?
It doesn’t need removal, it should probably just be paired with more traditional damage signs like the player flashing red.
The player should be flashing white but perhaps it’s broken. I’ll also add a bit of screenshake and the red damage numbers as requested, plus change the flash color to red for standing out more.
Ahh, when I think of a health bar I think of an actual bar ![]()
As someone else noted, the health numbers are quite far from the avatar, and the player is going to be looking mostly at the center of the screen. I think damage numbers for the player would be ideal, along with flashing red / some indicator, so the player knows how much health they are losing.
As for the bullet madness, I laughed out loud several times, it was great fun. It would be a shame to cap that… Maybe you could look at making dynamic optimizations when bullet count etc gets a little out of hand… I’m not sure how that’s usually done, but monitoring FPS might be a good way to avoid total lockup?
Yes, a cap would be very fun-killing. I’ll just nerf a few OP items, namely chaingun, jet engine, shotgun, sprinkler.
The combo cards that give extra combo slots are also pretty OP, without the big ones it’s still hard to get completely out of control. The ones that just give 2 slots are probably fine, they’re reasonably expensive as cards too
Ones like Mortgage and Joker are balanced by huge shop costs, but Cursed Idol’s ability to scale is a bit excessive, agreed.
v2.4.0 is HERE!
Soon:
Screenshot:
Hey guys! Work’s been a lot recently, and it’ll continue to be that way for another month. However, I’ve saved a bit of money and can announce that Wombo WILL be coming to Steam! ![]()
Nice!
I totally missed your last update. I’ll have to give it a look ![]()
v2.5.0 is here. Bug fixes of multiplayer desync.
Still fun to play ![]()
Notes:
There are some aspects that still confuse me, though I’ve played the game quite a bit at this point. Why do some bonuses need to be accepted / discarded at the end of a stage, rather than being awarded immediately? Are the items I pick up temporary or permanent (especially the ones from an elites “booster pack” drop)? I feel like this could be streamlined, and clearer to the player.
I get that there are little texts and icons to show this, but when picking up five pickups in a pile, at the same time, surrounded by 100 enemies, it’s not easy to see what you’re getting.
Items you pick up off the floor are not collected until the end of the level. This is future-proofing for when I’ll someday have items that will not always be good in every circumstance. Items you buy from vending machines are immediately collected because you chose to buy them. To distinguish further, items you pick up that are not yet collected show up in rainbow.
Sorry about that, but I don’t know how to fix the clipping. I’ve already added a limiter on the master, turned all the audio buses down, and lowered volume of all sounds. What now?
The camera zooms in to get a better view with nearby enemies, or zooms out for far enemies. Should it be toned down?
Prices from specific item machines increase with each purchase there. This encourages moving around the map. I added a big “PRICE UP!” text, but perhaps you didn’t see it. I’ll make that more clear somehow.
When was this? New update added one-hit protection – you can only be hit for 50% of your max HP. 47 is more than the max 40 you can take…
Now that I’ve been told, I can just about make out the effect, but it’s still not clear that rainbow color means “delayed”. You could simply explain it in the game, or do it visually by having them visually distinct as pickups and maybe showing the “queued” ones somewhere in UI once picked up (like smaller icons over the existing power up icons?).
It might be the audio track you’re using that’s distorted already - if that’s the case, it depends on where you got it. If you made it, just open the session and make sure nothing is distorting. If you got it from somewhere else, and you didn’t change the audio file, then you’re out of luck. There is really nothing that can be done to undistort a distorted audio file.
I just found it unpredictable, and couldn’t work out what causes it. I think the ideal perspective is zoomed out, for any occasion, because it gives a better overview of the surroundings - crucial in a game where there is no minimap or guiding light, and the level portals can spawn anywhere ![]()
That doesn’t relate to my feedback, but cool, I’d been wondering about whether shop prices increased separately from each other ![]()
I was talking about the balancing, which seems a little off sometimes, but not terribly, and as you mentioned, it does encourage the player to move around the map.
I think the latest build? I obviously can’t be sure that the quarter of a second memory of days past is accurate, but that’s what I recall. A small red-shirt minion with a sword I believe.
I’ve also noticed some other oddities, like equipping a +20 damage card and still doing 12-18 damage total, or equipping a +2 combo slot card and going from 0/11 slots to 1/9 slots.
Another - I was just playing and equipped new combo cards, which mysteriously brought my damage from about 200 per bullet to 1 damage, with the occasional 20 (for a crit maybe?). That persisted even after changing the cards. It’s hard to say which card has what impact, and they can’t be checked during play, so I can’t be more specific. I can note that I could no longer damage trees and bushes.
This is likely because explosive damage and regular damage are separate. Your damage was 200, then you switched to explosives, which do less damage in this case (low explosive damage stat) and don’t damage trees/bushes. Also, enemies have an armor stat that starts to completely ignore the first few points of damage as things get harder. The minimum is 1, so that’s what you dealt.
Sorry about this bug. When first entering the build menu, the combo slots don’t refresh live, they just show what your old build had. You initially had 6 combo slots, but you raised it to 11 last round. Now you added +2 combo slots (really +3 to account for the card consuming one slot) and reached 1/9.
I think I disagree, but other players have also expressed this thought. To satisfy everyone, I’ll likely add camera settings in the menu.
I also thought of this. It’s planned for future. I agree the current system isn’t very good, but I haven’t really had time to work on non-critical changes.
Perhaps. I’ll look into it.
Is that Heavy Bullets? Maybe a typo in the code, but more likely it’s the armor feature lowering the damage. I need to convey armor to the player better somehow.
This is going to surprise and frustrate any player (whether they think it’s a bug or a feature) - the average person will expect explosive bullets to mean “my current shots with AoE added”. At least let damage upgrades remain on the bullet itself, and have a separate explosion damage in an area.
Are you saying player armor lowers the player’s damage..?
Regarding explosive damage, I think I’ll eventually combine the stats. The issue is that an explosive build would no longer have a downside. In Brotato, several damage stats exist. There’s Damage, which applies a percentage increase to all outgoing damage, and Explosive Damage, which only applies to explosive damage. There’s also Ranged Damage, which applies to ranged weapons. In Wombo, we have Gun Damage and Explosive Damage, but combining them would mean explosive builds would always be good. Maybe each explosive card would need a damage-based downside.
Sorry, failed to convey information. Enemies have their own armor stat, but it functions differently from the player. The player has a percent-based shield, but enemies have a flat rate (say 10) that is removed from incoming damage. This makes high-rate low-damage builds ineffective in the long run, forcing the player’s damage to improve. A shot with 5 damage would deal 1, and a shot with 13 damage would deal 3, for example. Of course, the stat would start very low (base is 0), but bosses and elite enemies have a higher one.
As I said, lots of work for a bit. Will be through with it by the end of the week.
v2.6.0 is here out of necessity. As an underground dev fest approaches, I realized that last time the reviewers ignored all of the core gameplay mechanics and had a bland time of it. I’ve added a barebones but useful tutorial to combat this. The concern is that the reviewers may not even click on the tutorial
(they didn’t last time)