I suspect that as he said, you need to re-balance the cash pickup. His idea of always being able to pick a smaller cash option for "skipping" is decent, IMO. Though it will still lead to a lot of what he said, that by the time he got to the last world, he hit the first level as permanently buffed as he should have been by the final wave of the world if he was taking temporary buffs. Since this is a game about being in hell, maybe make the game overall harder, with quicker scaling between waves then have the option for a small amount of cash with each wave, but it increases every time it isn't chosen. (Devil's temptation/greed.) That way, choosing it every wave becomes only somewhat better than taking it every several waves and you are pushed harder to take temporary bonuses. You could even make it more engaging a choice if you added another option available when on low health, to forego both the cash and buff options to go to the store. That would make you overall weaker, the more you went, but might let you save a failing run as the store comes with a free heal and if you have cash, the stuff you can buy may offset that.
Bro you pump out videos at a crazy rate Really appreciate and respect the dedication Hope you are keeping yourself healthy Keep up the great work you are a hero
I think a more interesting way to balance this game, on top of your suggestions of new passive modifiers, would be more difficult enemies (higher damage and certainly hp) in exchange for the temporary upgrades being more powerful modifiers than permanent ones. (ex. temp damage 20% up as opposed to 10% perm damage up.) That would add much more of an incentive to take temporary upgrades rather than saving for equally powerful, permanent upgrades. Other small tweaks I would love would be a map or indicator of sorts that shows current/upcoming floors & waves so you know what you're working towards and what's coming next. Maybe also upgrades that give more FOV. In many ways it seems like a "baby's first roguelike" (with the player being the baby) and by no means is that a bad thing. Roguelikes can be a hard genre to get into and I'm more than happy to see games be on the simpler and easier side while still having a lot of heart as this game does. I'll certainly have to pick it up for myself sometime soon as it seems super dope for at least a handful of runs but, like you, I worry for the replay value with the amount of content that I'm seeing. Thanks as always for the content Reto!
I’m curious on the Minotaur’s attacks if the beast himself actually had a hit box to attack you at all while he’s running. It seems like most attacks that actually damage you are bullets like even your melee attacks “shoot” out these projectiles, so I wonder if the reason you were getting hit is because the Minotaur isn’t actually damaging you unless the bullets hit you anyway.
First run, I got the same loadout as you at the end but i died. I was so close and I didn't even get to see the end. So I had to find a video like this.
I agree IV watched so many of these videos and the arena style isn't it although this one definitely looks cool but having the ability to traverse around is a lot more pleasing to the eye and game play
Retro always op with bullet hell games xD. I've been playing Enter The Gungeon, and I'm still struggling to get to the 5th level, let's not even talk about killing the dragon :C
This looks really good, but I agree with the font. It's bad. Also, why is there an incredibly jarring zoom out every time you finish a wave? I'll check this out though.
This game looks good as a start, but it needs updates. First of all, a more difficult area. Games I buy and beat in a day feel kinda not worth the money.
Unfortunately the bosses seemed a little weak, Upgrades/Weapons seemed too strong, and Enemies attacks were too simple. Its a fun one time playthrough but towards the end the levels seemed longer but not harder which turns into boredom. I would like to see the enemies working together with more bullethell-like attacks. The last boss and the cleric were the only enemies in the game that I feel really embodied what a bullethell should be like
Man, I can't believe you finished the entire game in your first run haha. But thank you so much for covering my game! I hope you had fun playing it
It’s so cute! I’m a sucker for these games… amazing job!
If you don't mind my asking, will there be any future development or updates for the game? Looking forward to seeing what else you can create too!
I suspect that as he said, you need to re-balance the cash pickup. His idea of always being able to pick a smaller cash option for "skipping" is decent, IMO. Though it will still lead to a lot of what he said, that by the time he got to the last world, he hit the first level as permanently buffed as he should have been by the final wave of the world if he was taking temporary buffs.
Since this is a game about being in hell, maybe make the game overall harder, with quicker scaling between waves then have the option for a small amount of cash with each wave, but it increases every time it isn't chosen. (Devil's temptation/greed.) That way, choosing it every wave becomes only somewhat better than taking it every several waves and you are pushed harder to take temporary bonuses.
You could even make it more engaging a choice if you added another option available when on low health, to forego both the cash and buff options to go to the store. That would make you overall weaker, the more you went, but might let you save a failing run as the store comes with a free heal and if you have cash, the stuff you can buy may offset that.
I mean this game very good
Bro you pump out videos at a crazy rate
Really appreciate and respect the dedication
Hope you are keeping yourself healthy
Keep up the great work you are a hero
+2
@@Hesgamein + schfifty five!
I think a more interesting way to balance this game, on top of your suggestions of new passive modifiers, would be more difficult enemies (higher damage and certainly hp) in exchange for the temporary upgrades being more powerful modifiers than permanent ones. (ex. temp damage 20% up as opposed to 10% perm damage up.) That would add much more of an incentive to take temporary upgrades rather than saving for equally powerful, permanent upgrades.
Other small tweaks I would love would be a map or indicator of sorts that shows current/upcoming floors & waves so you know what you're working towards and what's coming next. Maybe also upgrades that give more FOV.
In many ways it seems like a "baby's first roguelike" (with the player being the baby) and by no means is that a bad thing. Roguelikes can be a hard genre to get into and I'm more than happy to see games be on the simpler and easier side while still having a lot of heart as this game does.
I'll certainly have to pick it up for myself sometime soon as it seems super dope for at least a handful of runs but, like you, I worry for the replay value with the amount of content that I'm seeing.
Thanks as always for the content Reto!
I’m curious on the Minotaur’s attacks if the beast himself actually had a hit box to attack you at all while he’s running.
It seems like most attacks that actually damage you are bullets like even your melee attacks “shoot” out these projectiles, so I wonder if the reason you were getting hit is because the Minotaur isn’t actually damaging you unless the bullets hit you anyway.
First run, I got the same loadout as you at the end but i died. I was so close and I didn't even get to see the end. So I had to find a video like this.
NANI?!
What the duck! Cute game and loved the absolute blast you had at the end lol.
I agree IV watched so many of these videos and the arena style isn't it although this one definitely looks cool but having the ability to traverse around is a lot more pleasing to the eye and game play
The art for this is so cute. Look at the bats, and the shop cat, and our lil person. The character portrait has lil blushy cheeks
Love the music.
Retro always op with bullet hell games xD.
I've been playing Enter The Gungeon, and I'm still struggling to get to the 5th level, let's not even talk about killing the dragon :C
this game is so good
Man, I love everything about this game, except for the tiny levels.
This looks really good, but I agree with the font. It's bad. Also, why is there an incredibly jarring zoom out every time you finish a wave? I'll check this out though.
Love to see more
I hope they's a Canadian version with a Goose instead of the duck
It seems like what AX-xolotl was trying to do...but done right? Maybe?
i got this game on the ps and lord it looks a bit more harder
"He's charging with his bullets, I don't think I've ever seen an attack like that" Been a while since you play the ol' Gungeon eh?
You should play soul Knight 😸😸
Yup money broke it
This game looks good as a start, but it needs updates. First of all, a more difficult area. Games I buy and beat in a day feel kinda not worth the money.
Unfortunately the bosses seemed a little weak, Upgrades/Weapons seemed too strong, and Enemies attacks were too simple. Its a fun one time playthrough but towards the end the levels seemed longer but not harder which turns into boredom. I would like to see the enemies working together with more bullethell-like attacks. The last boss and the cleric were the only enemies in the game that I feel really embodied what a bullethell should be like
You spelt week wrong
@@afistfulofpimples1745 thanks you did too 🤣 damn autocorrect
The pink machine gun is busted, man! WTF
Who else got slightly annoyed that the music volume was set to 59 and not 60
No one in the hole world except you
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