BPM: BULLETS PER MINUTE

BPM: BULLETS PER MINUTE

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ZMannZilla Feb 28, 2021 @ 4:32pm
More Jump Methods?
I've pretty much been playing as Run exclusively these days, I just love having that added layer of RNG over the whole experience, but one thing I've been thinking about is how his jump type only has 2 options - double jump and true flight. It got me thinking - what other styles of jump/movement could be explored? Here's what I came up with:

- Tank: Player cannot move and shoot within the same half-beat of each other. Player only takes 20% of normal damage (so 5 points instead of 25).
- Tele-Turret: Player can only move by teleporting to different positions, but can stick to walls. Player gets a one-shot shield for, say, 4-8 beats after arriving at their destination.
- Wallwalk: Player trades double-jump for a single higher jump and can traverse on walls by dashing into them.
- Grapple Hook: Self explanatory.
- Pain Train: Player's walk permanently gains the "Frozen" aspect. Their sprint gains a one-hit shield and can do damage + knockback when they collide with an enemy.

Any other ideas?
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Vanessa Mar 1, 2021 @ 3:53am 
Airstrike challenge I thought up:

- Player receives a much greater deal of self-knockback, inversely proportional to the existing knockback of the weapon. (read: every weapon you can basically rocket jump with, weapons that already have a lot of knockback like the rocket launcher are basically the same)
- - but they can only shoot while mid-air
Stabbey Mar 1, 2021 @ 6:26am 
Movement is very important in this game, and the game is designed specifically around the existing movement system. Players have to be comfortable with the movement, it has to be second nature to them - muscle memory - so they don't need to think about it and can devote their brainpower to everything else. There's a challenge mode where you can only move on the beat. I played about 10 seconds of that and doubt that I'll play any more.

This game was made by a small team and the game already has a lot of questionable balance. Re-inventing the wheel for movement is not likely to be the big hit you might think it is.

Of those ideas only the higher jump and the grappling hook seem similar enough to stay in the average player's comfort zone. But even then, the "higher jump" will have a problem leaving the start room in Svartelheim II, and my experiences with the flight/Spacewalker is that being able to stay up high makes it probably too easy to cheese the game.
ZMannZilla Mar 1, 2021 @ 1:18pm 
Originally posted by Stabbey:
This game was made by a small team and the game already has a lot of questionable balance. Re-inventing the wheel for movement is not likely to be the big hit you might think it is.

Oh, I have literally zero expectations that the dev team will take on these suggestions, it's just a fun speculation chit-chat based on a weird thought I had while doing Run runs. I figure actual serious requests for new features would go in the pinned feature request thread.
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Date Posted: Feb 28, 2021 @ 4:32pm
Posts: 3