KenHalo Feb 27, 2013 @ 11:46am
Suggestions
Seeing as it is getting a little crowded in the forums, I think it would be best to have a dedicated thread to suggestions so other topics relating to the game as it stands now will have more room to thrive.

So here are the ground rules for posting here:

1. Comments should always be constructive. If you can, offer suggestions on how an idea might be improved or more feasible.

2. Be considerate of how much effort your suggestion might take to implement. How will it effect the game, and generally how might your idea add to the game experience? Big ideas are fine, but make sure to provide lots of detail on how such a thing might work.

3. No bug reports. Bugs should be reported in the "Glitches!" topic. If unsure whether something is a bug, I would still recommend posting it on the glitches page first.
Last edited by KenHalo; Jun 26, 2013 @ 3:58pm
Showing 1-15 of 183 comments
< >
KenHalo Feb 27, 2013 @ 12:03pm 
This idea was spurred on by another person's suggestion, but I can't seem to find it. So here's my idea for potential DLC: Outrun Death mode with a twist. Outrun Death mode would be a mode where the timer stays set at 0, and you have to progress through the level avoiding death.

Once you make it to the boss room, you have to fight death himself, and the reward for beating could be one of two things

An hourglass powerup which momentarily freezes all enemies in place

A scythe that removes the timer from the standard game. It would attack horizontally, similar to the baseball bat or rotate around the user when using the midair attack. Since the scythe would be proof of your victory against death, it would make sense that he would not be around to fight anymore.

Alternatively, the scythe could be used to make death possible to defeat in the standard game, creating an interesting situation where a boss battle would occur outside of the boss rooms. If defeated, then time could freeze (in order to keep people from abusing death for score)

I've been toying around with the idea all day and just had to get these possibilities out into the open.
✎Valen Alvern Feb 27, 2013 @ 12:12pm 
This Thread and "Just a couple of glitches I've encountered" should be stickied.

I like the idea of a Scythe, in terms of attack it should be as long as a whip, but slower. Beingable to Defeat Reaper normally, would remove all challenge, instead he should get an optional tower, where you defeat him to get the Scythe.

Personally I think the Scythe should do something with Souls you meet, or beheadings. Every beheading increase drop rates? Every 50 Beheadings you get a 1up? Other then that, Scythe would be cool, but I read on their twitter feed they cant put in any more weapons or something (I read that stuff before going to bed so i could be wrong).
Last edited by ✎Valen Alvern; Feb 27, 2013 @ 12:15pm
KenHalo Feb 27, 2013 @ 12:17pm 
Originally posted by ValenAlvern.gc:
This Thread and "Just a couple of glitches I've encountered" should be stickied.

I like the idea of a Scythe, in terms of attack it should be as long as a whip, but slower. Beingable to Defeat Reaper normally, would remove all challenge, instead he should get an optional tower, where you defeat him to get the Scythe.

Personally I think the Scythe should do something with Souls you meet, or beheadings. Every beheading increase drop rates? Every 50 Beheadings you get a 1up? Other then that, Scythe would be cool, but I read on their twitter feed they cant put in any more weapons or something (I read that stuff before going to bed).
Extra score for collecting/releasing the souls of enemies? That would be amazingly awesome, but I think you're right. For some reason I was thinking they said no more outfits, but no more weapons certainly makes more sense.
Banandango Feb 27, 2013 @ 4:17pm 
I'll repost this from my topic I made a couple days ago, which either got missed or ignored. Better to add it to a general suggestion thread rather than bump up my dead topic like an idiot, I think.

I realize this might be asking a little much since I know next to nothing about programming flash apps, but would it be possible to add some kind of smoothing filter in addition to the other modes? I don't really like to use the interlaced mode since the blue tone makes it harder to see sometimes when playing fast, but the non-interlaced graphics have the pixels stretched unevenly in full screen and that gets annoying too. I know, I'm a complainer. :X

Alternatively, would it be possible to add a darker option of the interlace filter, like black instead of the current blue? Obviously this stuff is low priority compared to what you guys have already been fixing in the game, but I thought I'd just ask anyway.
Last edited by Banandango; Feb 27, 2013 @ 4:17pm
Megadev  [developer] Feb 27, 2013 @ 4:20pm 
Oh yeah, I had a quick look at that - I couldn't find any way of smoothing the visuals other than playing the game in full-screen mode - I think the game looks at its best in this mode, and it takes advantage of hardware acceleration too. Could you take a screenshot for me though so I can see how the game looks on your machine? As for the interlace effect, it would have to be a global change really as I don't want to keep adding options to the game - I think we've run out of space as it is anyway! :)
Banandango Feb 27, 2013 @ 4:46pm 
Ah thanks for looking, sorry to be a nag. :) Here's a couple examples from me playing fullscreen on my 1440x900 display. Cropped because photobucket hates me.

http://img.photobucket.com/albums/v517/FanGuy/SHODN1_zps77a75e0a.png
http://img.photobucket.com/albums/v517/FanGuy/SHODN2_zps6c326c1d.png
http://img.photobucket.com/albums/v517/FanGuy/SHODN3_zpsc18e66fc.png <-- zoomed in 3x

It's more noticeable when the game is in motion, but again, not a huge deal. When I'm in 1:1 windowed mode it displays without any stretching, but I'd rather play fullscreen.
Last edited by Banandango; Feb 27, 2013 @ 8:14pm
Sylenall Feb 27, 2013 @ 7:58pm 
Good idea for a thread, however I don't see why criticism shouldn't be allowed so long as it's constructive and not outright flaming. This game is for *ALL* of us, so if you have a suggestion that I feel would negatively impact my enjoyment of the game I see no problem voicing my concerns with it.

Whenever something like game-balance is discussed, there is always room for different opinions.
Last edited by Sylenall; Feb 27, 2013 @ 8:31pm
KenHalo Feb 27, 2013 @ 8:31pm 
Originally posted by Sylenall:
Good idea for a thread, however I don't see why criticism shouldn't be allowed so long as it's constructive and not outright flaming. This game is for *ALL* of us, so if you have a suggestion that I feel would negatively affect my enjoyment of the game I see no problem voicing my concerns with it.

Whenever something like game-balance is discussed, there is always room for different opinions.
Fair point, but unless you offer an improvement to the idea, then what are you really adding to the conversation? I may change the rules later, but I am rather tired right now.
Sylenall Feb 27, 2013 @ 8:38pm 
Improving a bad or uneccesary idea isn't neccesarily better than discounting it.

Refer to: http://steamcommunity.com/app/224820/discussions/0/864960986995220154/

I noticed you couldn't think of a solution to make this suggestion better, and neither can I. Why? Becuase it doesn't fit in this game.

I also don't think it's fair to expect the devs to have to shoot down every poor idea personally when they clearly are very nice guys trying to make everyone happy.
Last edited by Sylenall; Feb 27, 2013 @ 8:55pm
KenHalo Feb 27, 2013 @ 8:55pm 
Originally posted by Sylenall:
Improving a bad or uneccesary idea isn't neccesarily better than discounting it.

Refer to: http://steamcommunity.com/app/224820/discussions/0/864960986995220154/

I noticed you couldn't think of a solution to make this suggestion better, and neither can I. Why? Becuase it doesn't fit in this game.

I also don't think it's fair to expect the devs to have to shoot down every poor idea personally when they clearly are very nice guys trying to make everyone happy.
Well what I meant was the dev could tell people if an idea would be practical if they wanted. I'll change the wording for now to allow constructive criticsm.
Sylenall Feb 27, 2013 @ 8:58pm 
Glad we can agree.

Now that my "neccesary evil" speel is out of the way, I'll add a suggestion:

"Super-Hard" mode *optional* toggle, that would reduce the timer down to 30seconds or lower and disable rage mode. The point of this would be to make the Reaper a bigger part of the game, since I know there are alot of people that enjoy the tenseness of being chased by him. I've seen Megadev say he was considering it in another thread, and I support the motion.
Last edited by Sylenall; Feb 27, 2013 @ 8:59pm
KenHalo Feb 27, 2013 @ 9:05pm 
Originally posted by Sylenall:
Glad we can agree.

Now that my "neccesary evil" speech is out of the way, I'll add a suggestion:

"Super-Hard" mode *optional* toggle, that would reduce the timer down to 30seconds or lower and disable rage mode. The point of this would be to make the Reaper a bigger part of the game, since I know there are alot of people that enjoy the tenseness of being chased by him. I've seen Megadev say he was considering it in another thread, and I support the motion.
I have seen it as well, and I would like to see a hardcore mode with the base stats: 4 lives, fewer bombs, knives, and time.

I also think a game where the time is always 0 would be pretty cool, even if it doesn't include all the other stuff I mentioned earlier.
LordAziki Feb 28, 2013 @ 7:55am 
I think it would make sense for the scythe to act similar to the early morning star but arc over the player instead of under (I picture Nintai thrusting the blade of the scythe down as hard as she can), be slowed by an uncancelable animation of the blade being thrust from the floor for balance purposes, kill pigs/obese ninjas in 1 hit, and have the effect of adding a second to the timer (up to maximum capacity) for each decapitation. My only concern is that this play mode would make it easier to outrun death for the magic duck powerup unless both are unlocked together, or you have to avoid him longer (maybe 60 seconds?) to unlock the new play mode.
Unexpected Buddy Feb 28, 2013 @ 1:00pm 
Id like to make a suggestions about the immunity during Rage and when recovering from an hit. I did try some workshop maps from really smart people who design really tough map, but most of the time,the rage or recovery make me pass all their traps,enemies and hazard really easy.Maybe when recovering or during rage, the hazard and trap could still STOPS you,like * wow there is something blocking my path,oh yeah that big ball of steel hanging on the celling*. Maybe it would make it harder but still give you that immunity you like/need. Spikes and minions could block your way too,like u have to jump over them or you will get stuck .

Only suggesting !! awesome game peace :)
Megadev  [developer] Feb 28, 2013 @ 1:03pm 
Originally posted by Fandango:
Ah thanks for looking, sorry to be a nag. :) Here's a couple examples from me playing fullscreen on my 1440x900 display. Cropped because photobucket hates me.

http://img.photobucket.com/albums/v517/FanGuy/SHODN1_zps77a75e0a.png
http://img.photobucket.com/albums/v517/FanGuy/SHODN2_zps6c326c1d.png
http://img.photobucket.com/albums/v517/FanGuy/SHODN3_zpsc18e66fc.png <-- zoomed in 3x

It's more noticeable when the game is in motion, but again, not a huge deal. When I'm in 1:1 windowed mode it displays without any stretching, but I'd rather play fullscreen.

Thanks for the screenshots - I always assumed that playing in full-screen mode applied some kind of filtering, but perhaps that doesn't work on all graphics cards. What I've done though is include a "Smoothing" option which should force the game to apply a smoothing filter when playing at anything other than 1:1 scale - hopefully this will improve how the game looks on your machine. The game now has a "Video setup" menu too as the options menu was getting really cluttered. ;)
Showing 1-15 of 183 comments
< >
Per page: 15 30 50
Date Posted: Feb 27, 2013 @ 11:46am
Posts: 183
More discussions