Atomic Picnic

Atomic Picnic

PikaCrew Nov 10, 2024 @ 2:36pm
General Feedback
Problems:
- 2nd location has too many exploding enemies. You cant stop moving or change directions without taking absurd damage from explosions.
- Assault Rifle feels like the only "Good" weapon choice, it has the most synergy with curios and is the most consistent weapon. (Grenade launcher is ok but has poor synergies with half the curios)
- Enemies constantly spawning on top of the player is rough, maybe increase the spawn range around the player.
- Movement (Double Jumps and Dashes) feel really awkward with the cooldown. The game and maps are designed around it but with the current cooldowns it feels very limitind and sometimes feels like it traps you in areas. Reducing cooldowns on these would make the game feel MUCH better, even if just a little.

Suggestions:
- More weapon variety. Perhaps an SMG with less damage but higher fire rate or an LMG with a larger mag but slower fire rate?
- Have curios effect stats along side giving buffs or a better way to alter stats beyond just curses. (I know there is a shop for stat items but those have a small cap despite being able to keep buying. Also the mementos but those take forever to acquire, i'm thinking more quick, during the run alterations.)
- Environmental hazards that effect both players and enemies
- Some way of warning the player of off screen attacks? This could lead to screen clutter though so its understandable why its not there.
- an Infinite mode that removes item caps and allows you to go for as long as possible.
Last edited by PikaCrew; Nov 10, 2024 @ 2:47pm
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Showing 1-6 of 6 comments
Demon Swords Nov 10, 2024 @ 3:18pm 
Originally posted by PikaCrew:
Problems: - Assault Rifle feels like the only "Good" weapon choice, it has the most synergy with curios and is the most consistent weapon. (Grenade launcher is ok but has poor synergies with half the curios)

The strongest build in the game is the on-shot build, which the assault rifle does do best (Mini-gun / other fire rate + Mirror and 2nd shot. Then just never stop shooting to keep triggering Mirror.). But its not the only "good" weapon. Sniper Rifle has a very high base damage making It work well with percent damage boosts and lets you take -base damage cursed curios. For any build outside the On-shot build, Sniper Rifle is the better option. Sniper Rifle also has a small mag size and a faster reload, so sniper rifle is the better option for Reload builds (Use sniper rifle to kill high health targets and reload curios to kill the swarms of low health ones.) Theoretically shotgun should work similarly for reload builds (but I've only used shot-gun once, so can't say for sure.

Considering that Grenade Launcher unlocks the Area Mementos presumably you want to use it for that kind of build. (have only used Grenade launcher once, so don't know how good or bad it is.)

I haven't tried pistol.

Originally posted by PikaCrew:
Problems:
Suggestions:
- More weapon variety. Perhaps an SMG with less damage but higher fire rate or an LMG with a larger mag but slower fire rate?

So you think they dropped the ball on existing weapons, but think they would be able to make good new weapons...

There is clearly 4 more slots for possible weapons in the weapon selection menu. I think its safe to assume they will add more weapons in the future.

At least all the existing weapons function differently (besides maybe pistol. Haven't tried it yet.) Your SMG and LMG ideas are just an Assault Rifle 2.0. If you really want an Assault Rifle 2.0, how about suggesting a weapon mod system instead. (I would be all for a weapon mod system. We could still use a Duration scaling weapon. Making Grenade launcher have a fire version that leaves burning ground is one such option.) The only way I could see another high fire rate weapon be truly unique is if it had recoil (assuming that they are will to make a weapon that has recoil).
PikaCrew Nov 10, 2024 @ 3:39pm 
Originally posted by Demon Swords:
The strongest build in the game is the on-shot build, which the assault rifle does do best (Mini-gun / other fire rate + Mirror and 2nd shot. Then just never stop shooting to keep triggering Mirror.). But its not the only "good" weapon. Sniper Rifle has a very high base damage making It work well with percent damage boosts and lets you take -base damage cursed curios. For any build outside the On-shot build, Sniper Rifle is the better option. Sniper Rifle also has a small mag size and a faster reload, so sniper rifle is the better option for Reload builds (Use sniper rifle to kill high health targets and reload curios to kill the swarms of low health ones.) Theoretically shotgun should work similarly for reload builds (but I've only used shot-gun once, so can't say for sure.

Considering that Grenade Launcher unlocks the Area Mementos presumably you want to use it for that kind of build. (have only used Grenade launcher once, so don't know how good or bad it is.)

I haven't tried pistol.

The sniper does really good damage but with its fire rate and mag size, you have to try to get good curios quickly or you get overwhelmed by the number. Also with its feature being pen on aiming, its harder to use when all the enemies spawn on you. I did use the sniper a bit and I do personally like it, but for standard as well as curio synergy, the assault rifle is just the only universally "good" weapon. Thats not saying all the others cant be good, but just by comparison on a general basis, its not close.

Originally posted by Demon Swords:
So you think they dropped the ball on existing weapons, but think they would be able to make good new weapons...

There is clearly 4 more slots for possible weapons in the weapon selection menu. I think its safe to assume they will add more weapons in the future.

At least all the existing weapons function differently (besides maybe pistol. Haven't tried it yet.) Your SMG and LMG ideas are just an Assault Rifle 2.0. If you really want an Assault Rifle 2.0, how about suggesting a weapon mod system instead. (I would be all for a weapon mod system. We could still use a Duration scaling weapon. Making Grenade launcher have a fire version that leaves burning ground is one such option.) The only way I could see another high fire rate weapon be truly unique is if it had recoil (assuming that they are will to make a weapon that has recoil).

They didn't drop the ball, there is just room for improvement whether that be a weapon mod system or more curios that cater to those weapons style more. Again, the Grenade Launcher probably has the least synergies because its not effected by penetration, bullet ricochet, and from my experience all the "Chance on shot" curios.

The SMG and LMG ideas were in the most basic form. Not every weapon has something "Unique." The pistol is just the sniper with faster semi-auto, half damage, and no passive. I described it to my friend as a "Halfway between sniper and assault rifle." The shotgun doesnt have a unique feature other than its a shotgun. But if they did add mechanics to an LMG or SMG then ya, of course, good on them. That was just a basic outline of gun function. A higher firerate gun would synergize better with "Chance on Shot" builds and a bigger mag weapon would synergize amazingly with the clock curio that boosts stats with uninterrupted shooting.

I appreciate constructive criticism but thats not what you did. You attacked without thinking of possabilities and perspectives.
SilverLight Nov 10, 2024 @ 4:36pm 
I could just be unaware, but why is the shotgun not considered particularly good for the on-hit build?
Kito_In_An_Bento Nov 10, 2024 @ 4:47pm 
another problem for the second stage is the boss octivio can move outside the danger zone, which wouldn't be a problem unless you have the geneade launcher. plus it can spawn enemies outside the zone which could lead to your game fps dying.
Demon Swords Nov 10, 2024 @ 4:58pm 
Originally posted by SilverLight:
I could just be unaware, but why is the shotgun not considered particularly good for the on-hit build?

In this game there on "when you shot" (Mirror, mine, etc) and "when you hit" (Ricochet, exploding bullets, etc.)

A slow weapon fire rate weapon isn't going to be good for on-shot effects. Considering that on-hit curios scale based off the weapon used, they aren't going to be that much stronger or weaker then each other. So Shot-gun is just fine for on-hit.
PikaCrew Nov 10, 2024 @ 5:03pm 
Originally posted by SilverLight:
I could just be unaware, but why is the shotgun not considered particularly good for the on-hit build?
I tried shotgun for an "Oh Hit" build going for crit-ricochet. Works well and did alright but I personally have a hard time dealing with flying enemies with the shotgun and got pretty overwhelmed.
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