Please never give up.
TsukiZero
Recent community posts
If you plan on expanding the idea into a full game:
* Add a "map" (folder tree, that is) so we can better find our way through.
* In relation to that, an item that when acquired allows the player to skip to any previously folder by clicking it on the tree.
* Add alternatives to overheat consequence (like a thief who may crawl through the folders to try to steal your items, or a reaper that warps through folders every two moves and cannot be killed on top of dealing a lot of damage if you don't leave the folder right away...)
* Endless mode, of course!
* Classes system with different perks
* A Virus boss that lets its presence be known in the floor by spawning "corrupted files" that hides the identity of the real enemy it's supposed to be.
I wonder, could there be an alternate Default that uses Wily Wars style but with Slide on A?
Also, please add an option for charge sound, maybe with the settings:
• Default (Fade out)
• Classic (Continuous, like it has always been in the series)
• Low (Continuous, but players lower)
• EXE (Like in Mega Man Battle Network)
There's some performance issues on 10x10 and 15x15 boards (it becomes harder to paint or mark a square for some odd reason, like it is not reading the mouse input properly)
Please makes it so X-marked panels cannot be painted on by accident.
Please make it easier to paint rows and columns, like the picross games on 3DS does.
All in all, it's a very short and decently challenging for its length, could eventually expand this project into a retail game.
That and Magma Dragoon isn't too fast when he jumps, you get a decent read for everything he does. The tell can go from 1 full second to I think five full seconds depending on the attack itself.
Ah, I don't know if anyone pointed or you figured it out, but there IS one Sub-Tank at the start of the Snow Mountain, you can dash up to the mouth of the cave and air dash to the left atop the ladder to find rails leading to it.
Aside of what people said of Chill Fox being too hard and some bugs, here's some things I think needs to be checked:
Sometimes spikes or ladders may appear incomplete for some reason (I was going back from the last save point in the Snow Mountain and the spikes at the bottom of the moving platforms were missing but could still kill and the ladder at the top of Snow Mountain's mouth lacked its bars).
A purpose for the ECs. Why are we collecting ECs if there's no immediate use?
And lastly, a suggestion: add a map and warp between activated save points. Maybe the save warps could be always active in the demos up to whichever will be the demo having a 4th maverick, at which point the Station Warp could be something like a craftable upgrade.
I think AGI could have more impact, perhaps in Initiative (that's to say, make it so your hit is calculated on the enemy before the enemy's is calculated on you), and the difficulty scaling could be scaled down some.
Otherwise, with some more fine-tuning and new modes such as a sort of "roguelite" where you keep some progression, this could be a retail title.
I feel the difficulty is no good, enemies placement sometimes GUARANTEES you will get hit, bosses have too much HP and are too hard to dodge (I had to do an impromptu infinite health cheat to defeat Marin and Cassius), the platforming as early as level 2 requires too much precision when the player slides some after landing.
I'm not particularly fond of the berries thing, not when there's the whole "2 DP for each main deck card", which for me discourages from making mixed decks and sticking only to decks that uses one type of berry (+ Enigma), rather than risk my already bad luck in getting cards that requires other types of berries.
Maybe there could be a mode where berries works differently, like the pokemon's main berry type boosting them when they are placed on that field and any other that isn't Enigma weakening them instead.
Glyphs are also another thing: I don't feel encouraged to rely on Glyphs AT ALL other than Memento, Tenacity and Lucky on obstacle cards (Rocks, Trees), due to increased Berry costs on glyphed cards. Maybe there could be a different approach: 1st glyph has no increased berry cost, 2nd glyph has increased berry cost, 3rd glyph changes the 2nd berry cost to Enigma berry.
An idea: allow Glyphs, Evolution, Level Up, and Tribute to involve Inventory, maybe by using a button to switch between the two, so we don't need to fiddle with the deck just to do those things and then revert the deck to what it was.
Also, maybe add an option for "quick sell" (halve the hold timer) and show the price somewhere (maybe move the inventory down a little so the price can be put above them?)
Oh, and make it possible to move the scrollbar by click and drag.