Bounty of One

Bounty of One

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blackbird Jan 6, 2023 @ 2:41am
Some suggestions
1. The game needs some additional replay value. Some sort of overarching progression. Two ways are (a) add more black market upgrades, even if expensive or (b) implement some tech tree where we can select/deselect cards to be included in boxes. Perhaps the tech tree could be unlocked after beating infamy 18 so as not to overwhelm new players.

Here are some mechanics that you could add beyond simply improving your stats:
(a) Add cards to the pool like purple/yellow crit chance, yellow max health, etc.
(b) Ability to remove cards from the pool. Perhaps the ability that if you pick no upgrade from a box, one/two/all cards are discarded for the rest of the game. Or perhaps one could spend black market coins to remove a card completely (with price based on rarity).
(c) A perk that guarantees either upgrades of a certain rarity in each box (2 blue, 1 purple, etc.).

2. Some way to see more good object choices. The item pool has increased significantly with lots of items that either hurt me or make no difference. Either we need more rerolls, more deputies, or the ability to discard cards from the deck. I found myself enjoying the game less simply because the chance of an amazing build are too low, even with Roger and all black market upgrades.

3. I think boxes that are dropped from bosses are identical to those dropped by deputies. It would be nice if they were better. Either by guaranteeing a yellow item or by simply dropping two.

4. Rework the achievements. "Beat Crazy Denzel with Nigel" is a bit outdated. There should be an achievement for beating the undertaker with each character.

5. More incentives to play different characters. Maybe the number of black market coins awarded (if there's a way of spending them) could increase for characters you have not played in x number of games.

6. Endless is a bit monotonous. There are immediately so many respawns after killing the undertaker that one can barely move. I'd slow the either the respawn rate or the health progression. Also, once you hit level 51 there's essentially a standstill in XP growth, so you just wait to die.

7. There's this one upgrade that slows ALL projectiles. Make it not slow your own projectiles. Imagine if the slow your enemies upgrade also slowed yourself; it'd be useless.
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Pizzabrot Jan 9, 2023 @ 4:52am 
I personally like the deckbuilding idea. But i think it will be better to shift it to a new game mode that probably unlocks on a certain infamy lvl. I think the basic gameplay is pretty solid and doesnt need to much of a change other than new bounty hunters.

to 3: yes i think the chests from the bosses should stand out a little more.

to 6: have tried endless only one time and was overrun pretty fast even so my build was pretty solid and sustaining. Would be good to slow it a bit down.

to 7: i noticed something was strange and thought of a bug. but the description says "ALL" in bold letters. So its intentional and a nice idea as most of the upgrade come with a downside you need to handle. to counter your slow projectils you could pick the 100% acceleration but less dmg/lower attspd (doesnt know which one it was). Its a clever detail to balance out some builds.
Bumpty  [developer] Jan 9, 2023 @ 7:19am 
Originally posted by blackbird:
1. The game needs some additional replay value. Some sort of overarching progression. Two ways are (a) add more black market upgrades, even if expensive or (b) implement some tech tree where we can select/deselect cards to be included in boxes. Perhaps the tech tree could be unlocked after beating infamy 18 so as not to overwhelm new players.

Here are some mechanics that you could add beyond simply improving your stats:
(a) Add cards to the pool like purple/yellow crit chance, yellow max health, etc.
(b) Ability to remove cards from the pool. Perhaps the ability that if you pick no upgrade from a box, one/two/all cards are discarded for the rest of the game. Or perhaps one could spend black market coins to remove a card completely (with price based on rarity).
(c) A perk that guarantees either upgrades of a certain rarity in each box (2 blue, 1 purple, etc.).

2. Some way to see more good object choices. The item pool has increased significantly with lots of items that either hurt me or make no difference. Either we need more rerolls, more deputies, or the ability to discard cards from the deck. I found myself enjoying the game less simply because the chance of an amazing build are too low, even with Roger and all black market upgrades.

3. I think boxes that are dropped from bosses are identical to those dropped by deputies. It would be nice if they were better. Either by guaranteeing a yellow item or by simply dropping two.

4. Rework the achievements. "Beat Crazy Denzel with Nigel" is a bit outdated. There should be an achievement for beating the undertaker with each character.

5. More incentives to play different characters. Maybe the number of black market coins awarded (if there's a way of spending them) could increase for characters you have not played in x number of games.

6. Endless is a bit monotonous. There are immediately so many respawns after killing the undertaker that one can barely move. I'd slow the either the respawn rate or the health progression. Also, once you hit level 51 there's essentially a standstill in XP growth, so you just wait to die.

7. There's this one upgrade that slows ALL projectiles. Make it not slow your own projectiles. Imagine if the slow your enemies upgrade also slowed yourself; it'd be useless.
1. We are working on a rework of the unlocking system. You'll be able to unlock a lot of objects with various challenges, also once you unlock everything in the black market you will unlock the Super Market which have endless upgrades (but enabling any super market upgrade will disable achievements, unlocks and highscores).

We decided to choose which rarity exist for each upgrade with care and adding legendary health upgrade would not make sense most of the time because it would almost always feel worse than the damage one. We want the upgrade of the same rarity to be by default of the same value (it always depend on your build). Having crit chance only rare and common is a deliberate choice from our part for example because we want people to pay the price of choosing multiple times crit so they can have a crit build instead of being lucky with a legendary crit chance upgrade.

2. Having a large pool of object was always our goal, we want to be closer to other roguelite where you can't do the same build each game and you have to adapt each time. We try to balance our objects as best as we can so every objects has some uses. Of course players have their own preferences. We base our balancing on raw data, if an object is not picked at all by most player we will buff it, if it's too picked we will nerf it. Super market will enable you to buy more rerolls but it also mean you will not be able to post highscore or unlock new stuff while playing with over buffed super market.

3. They are not the same, sheriff chest have only rare or higher choice (no common in there). But I have to admit it can feel quite bad when you have only blue objects in those chest, we will do some tests in the beta branch with only purple and yellow in sheriff chests. I think it could really help, thank you for your input!

4. We will reworks achievements at the same time as we rework the unlocking system. A lot of new achievements are coming and some will unlock ingame content. Beating the undertaker with each character will be added for sure!

5. I think it's too complex and confusing to add a multiplactor depending on how much you play each character. I think we should buff the weak character so they are played more and also add achievements bind to specific characters.

6. Endless was never meant to be the main mode and it's kinda like a sandbox mode. We will do an update to stop the health scaling of enemies and maybe add sheriff fight to endless mode but it probably won't be much more. This mode requires tons of work in term of optimisation compared to the regular games. It has to get stale at some point, you can't just get more upgrade and ends up with 1000+ attack per second, that's absurd.

7.Like pizzabrot said it was intentional, we are still debating if it should stay like this or not, but we feel it could be really too strong if it only affected enemies projectiles.

Thank you for your feedbacks!
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