Those which increase bullets, amount of bounces, crit chance, and HP
Those which decrease bullets, bounces, crit chance or HP.
Tricky question, would you mind make maybe some gallery of cards?
Those which increase bullets, amount of bounces, crit chance, and HP
Those which decrease bullets, bounces, crit chance or HP.
Tricky question, would you mind make maybe some gallery of cards?
This was me as well. Any general boosts that let me live longer and kill faster.
But I imagine with more time I’d experiment a bit more.
I also thought of the same. It exists in Loadout > Deck, but it runs at 3 fps because of the subviewports. Update v4.0 will get that up to 160 fps.
Encouraging experimentation is huge for me. Any tips on how to do so?
The current setup just push it naturally to keep health and try avoid melee and use bullets.
But if we look on Brotato( which is similar ) we could use things like drain HP from enemies which could lead to use of lower HP, combined with more melee attack, and avoidance.
Only thing which still makes gameplay in higher difficulties impractical is quickly teleporting bosses in swarms, which just naturally push you towards bullets and reflecting them much as we can to increase chance of hitting mob, but if we could harvest HP it could be more oriented about getting HP from easy mobs while try hit harder ones.
Also dash is quite unused movement strategy which could lead to things like rush to enemy so melee attack be effective.
To make it a bit more appealing: having scythe which would damage multiple enemies at once be nice ![]()
This is what I’m hearing:
yes but scythe would make it a bit different like all mobs in swing be damaged.
Currently melee is fairly weak to progress with it.
You mean like a circular swing? It exists in the Slash (press E, will be automatic in the next update).
not circular, rather limited to what is facing player in range of scythe blade with spread would say like 160 degrees maybe?
It’s done!! ~100 art assets are all in the game. I never want to draw another picture ever again (kidding, i’ll probably have to). The big v4.0.0 update is coming soon!
This looks really cool!
Pretty much slapping in a dash of what’s already been mentioned, in regards to encouraging experimentation.
Other things I can think of are: a particular enemy type or situation that feels so disadvantaged; you feel compelled to explore outside of your current setup.
Another is just making everything super fun and rewarding (which, most of yours are, I’d say). But you could add more incentive for newcomers to try new things by adding really distinct effects and sounds. Pair that with a unique outcome, and it’ll be a strong contender in someone’s rotation.
I guess also - I just thought:- while many of us here will play purely to get as far as we can and optimise our builds.. some will play for the pretty colours, effects and dopamine alone. (Also in your case, dope ass soundtrack).
Thanks for your advice mate. I think I’ve got it. I’ll set up the tag system (it already has a spot on the card, but it’s not configured yet)
When can we expect updated release ?