Nightmare Reaper

Nightmare Reaper

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Valkuma Jul 17, 2019 @ 1:14pm
Suggestion thread
Liking a lot of the game so far - but a few things really caught my attention

1. Remove fall damage. It makes high-intensity chain hooking a bad idea, and losing a full map of progress to fall damage is REALLY unfun. Fall damage doesnt add anything to this game. If a fall should be fatal just make a kill plane.

2. The coins in the minigame are worthless and need to be magnified. Zombie kills should be worth money as well otherwise theres no reason to kill them. With how much the Skill points cost to attempt its 100% not worth the risk to get even a screen full of 100 coins.

3. Hitscan enemies. oof. They were the worst parts of Doom and a lot of similar games coming out with a retro style have removed hitscan enemies for a very very good reason.
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Showing 1-15 of 42 comments
ItBurn  [developer] Jul 17, 2019 @ 1:19pm 
I personally enjoy what fall damage brings to a game, but I understand your opinion. There are nodes in the tree to lower fall damage. With all of them you can negate all fall damage, but that'll be available in episode 2.

Coins in the minigame become way more valuable if you purchase the coin value nodes in the tree. Also, zombie kills do give you money. In fact, if you chain them, you get more and more money. Finally, you lose no money if you fail at a minigame. You only lose money if you succeed.

Hitscanners are here to stay, I love them :P I'm sorry they're giving you issues. Try to always keep moving and use cover. Hitscanners have significant wind up to their animation leaving you time to get out of the way. It's possible that they're still too hard though.

What are everyone's opinions?
Last edited by ItBurn; Jul 17, 2019 @ 1:21pm
Valkuma Jul 17, 2019 @ 1:37pm 
Thanks for the reply - I had been looking at Zombie kills and I guess i missed the part where they increment the score! The coin nodes didnt seem worth it but i'll give it a shot.

Feature addition suggestion-wise though.... Since this game is rather "Roguelike", the ability to add modifiers like doubling enemies, limiting weapons to only one tree ("Low Tech" map, "Guns only" map, "Magic" map) that the player can impose on themself.

Having a ton of fun though. I almost wish the Chainsaw-hook was a default weapon. Gives me that Quake/Dusk/Doom feel of speeding through the map like a bolt of lightning, leaving a trail of parts in my wake.
ItBurn  [developer] Jul 17, 2019 @ 1:52pm 
Originally posted by Valkuma:
Thanks for the reply - I had been looking at Zombie kills and I guess i missed the part where they increment the score! The coin nodes didnt seem worth it but i'll give it a shot.

Feature addition suggestion-wise though.... Since this game is rather "Roguelike", the ability to add modifiers like doubling enemies, limiting weapons to only one tree ("Low Tech" map, "Guns only" map, "Magic" map) that the player can impose on themself.

Having a ton of fun though. I almost wish the Chainsaw-hook was a default weapon. Gives me that Quake/Dusk/Doom feel of speeding through the map like a bolt of lightning, leaving a trail of parts in my wake.
The modifiers are a great idea. I actually had a system like that before with pills where you could eat some pills to have greater rewards, but you also had random challenging effects like these. I axed it because it wasn't quite ready, but I'd like to get back to it.
Valkuma Jul 17, 2019 @ 1:55pm 
Originally posted by itburnb:
Originally posted by Valkuma:
Thanks for the reply - I had been looking at Zombie kills and I guess i missed the part where they increment the score! The coin nodes didnt seem worth it but i'll give it a shot.

Feature addition suggestion-wise though.... Since this game is rather "Roguelike", the ability to add modifiers like doubling enemies, limiting weapons to only one tree ("Low Tech" map, "Guns only" map, "Magic" map) that the player can impose on themself.

Having a ton of fun though. I almost wish the Chainsaw-hook was a default weapon. Gives me that Quake/Dusk/Doom feel of speeding through the map like a bolt of lightning, leaving a trail of parts in my wake.
The modifiers are a great idea. I actually had a system like that before with pills where you could eat some pills to have greater rewards, but you also had random challenging effects like these. I axed it because it wasn't quite ready, but I'd like to get back to it.

Pills is a fantastic Idea really - it fits in with the flavor of the game perfectly (atleast from what i can tell so far!). It would be a great addition, even post-release if it takes too much time to implement.
Lekon Jul 17, 2019 @ 4:16pm 
Please let us turn off controller vibration.
ItBurn  [developer] Jul 17, 2019 @ 4:19pm 
Originally posted by Lekon:
Please let us turn off controller vibration.
Added to the list!
user512 Jul 17, 2019 @ 7:09pm 
You're always going to get requests to nerf enemies in shooters. It's the nature of the beast. I like the balance :P Currently finished gloom mansion and haven't died yet. Maybe an easier difficulty level might help?
Valkuma Jul 17, 2019 @ 7:54pm 
Originally posted by user512:
You're always going to get requests to nerf enemies in shooters. It's the nature of the beast. I like the balance :P Currently finished gloom mansion and haven't died yet. Maybe an easier difficulty level might help?

I dont recall saying I was having trouble with the Hitscan enemies, theyre quite weak actually. Theyre just unfun to play against, especially when going for a more aggressive play style. There's a good reason hitscan enemies were removed from most games, especially all of the other new retro shooters.
Mr. Fahrenheit Jul 17, 2019 @ 8:39pm 
Ngl I have to disagree with the OP. I actually don't think these are bad mechanics, and the "hitscan" enemies aren't actually totally hitscan.

One thing that is getting to me right now, are parts of the maps that are inescapable. I've encountered a couple times in certain maps where going to certain sections (usually small tight spaces) leaves you completely trapped with no escape other than killing yourself or restarting the game. That wouldn't be as much of an issue if I could at least restart the level I'm in.
If you don't have double jump by the time you reach The Descent, it's easy to get frustrated getting sucked into inescapable lava pits.
ItBurn  [developer] Jul 17, 2019 @ 8:49pm 
Originally posted by Blaize:
Ngl I have to disagree with the OP. I actually don't think these are bad mechanics, and the "hitscan" enemies aren't actually totally hitscan.

One thing that is getting to me right now, are parts of the maps that are inescapable. I've encountered a couple times in certain maps where going to certain sections (usually small tight spaces) leaves you completely trapped with no escape other than killing yourself or restarting the game. That wouldn't be as much of an issue if I could at least restart the level I'm in.
If you don't have double jump by the time you reach The Descent, it's easy to get frustrated getting sucked into inescapable lava pits.
Can you tell me of these "usually small tight spaces) leaves you completely trapped with no escape"? I'm gonna fix them!
Chaos_Havik Jul 17, 2019 @ 9:36pm 
Hmm Most of his problems are fine for me so I wouldn't want them changed and you can totally dodge the hitscanners so it's not too hard to get past them

Some of my own thoughts on possible changes though are

1 Less Slingshot with the Chainsaw. Some times it feels like even trying to hookshot almost pointing full upwards sends me bounding off way over wherever i wanted to land.

2. No common weapons in challange rooms. I get that you get a lootbox in most challange rooms but if i complete a challange it kinda sucks the few times the weapons from there have been commons. They don't all have to be legendary but getting though one of these rooms should always have some yeild of a reward
ItBurn  [developer] Jul 17, 2019 @ 9:42pm 
Originally posted by Chaos_Havik:
Hmm Most of his problems are fine for me so I wouldn't want them changed and you can totally dodge the hitscanners so it's not too hard to get past them

Some of my own thoughts on possible changes though are

1 Less Slingshot with the Chainsaw. Some times it feels like even trying to hookshot almost pointing full upwards sends me bounding off way over wherever i wanted to land.

2. No common weapons in challange rooms. I get that you get a lootbox in most challange rooms but if i complete a challange it kinda sucks the few times the weapons from there have been commons. They don't all have to be legendary but getting though one of these rooms should always have some yeild of a reward
Improving challenge room rewards is definitely going to happen.
Mr. Fahrenheit Jul 17, 2019 @ 11:01pm 
Originally posted by itburnb:
Originally posted by Blaize:
Ngl I have to disagree with the OP. I actually don't think these are bad mechanics, and the "hitscan" enemies aren't actually totally hitscan.

One thing that is getting to me right now, are parts of the maps that are inescapable. I've encountered a couple times in certain maps where going to certain sections (usually small tight spaces) leaves you completely trapped with no escape other than killing yourself or restarting the game. That wouldn't be as much of an issue if I could at least restart the level I'm in.
If you don't have double jump by the time you reach The Descent, it's easy to get frustrated getting sucked into inescapable lava pits.
Can you tell me of these "usually small tight spaces) leaves you completely trapped with no escape"? I'm gonna fix them!

I took some screenshots of some examples if there is somewhere you would like me to send them?
ItBurn  [developer] Jul 17, 2019 @ 11:10pm 
Originally posted by Blaize:
Originally posted by itburnb:
Can you tell me of these "usually small tight spaces) leaves you completely trapped with no escape"? I'm gonna fix them!

I took some screenshots of some examples if there is somewhere you would like me to send them?
Can you upload them to dropbox? You can also send them to me on Discord: https://discord.gg/u2pdcGY
Valkuma Jul 18, 2019 @ 9:07am 
I've had a experience with a tight pit with spikes that was inescapable, it was actually my first death. Didn't have a chainsaw to escape either. I figured it was intentionally a death pit.
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