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That said, there are certain things that may be beyond the scope of our game.
We understand that we're kind of in between a rock and hard place when it comes to satisfying the needs of bothe hardcore typists and more casual roguelike typers.
Our last update has taken what we believe are meaningful steps in adjusting the balance and giving WPM warriors more tools to enhance their play style, like the Word Rush. We're also thinking of some bosses that favor having a high WPM as the way to defeat them.
We understand the balancing concerns and we will look into what we can do to smooth it out somewhat. To clear one thing up, there is no intention to add double or triple one handed words. That's just not something that is built into the game and is completely random, and thus currently out of our control. We do start off with 4 letter words and ramp up to 8 letter words. The balancing we have currently is based on the words plus our trigger letters and how they combine to release weapons.
You mentioned a mod that caters more to the higher WPM audience. Do you think you can break that down somewhat and imagine what your dream typing mode would be? This isn't a promise that we will make it, but we can at least try to see if there are elements there that we can add to the different modes in the game.
Thanks again for the great feedback!
If this is the case then I would recommend a serious assessment of your wordbank and how it's being partitioned. Usually when I am starting a typing test or playing a typing game, the words are situated such that they are easier to type early on and more difficult later. It's not the case that any individual word is as 'easy' to type as another just because it has the same letter; odd combinations of letters, unusual spellings, letter strings which can only be hit with one hand, etc. are all factors.
As a result of this, I would recommend curating the word-base used for enemies/typing to be full of more accommodating/easier to type words early on, and just in general. One of the problems I have navigating this game in a flow state is that the vast majority of the words seem to fit into the 'I have never used this in normal speech and therefore require extra mental processing to type it out'. If the majority of words were more familiar and easier to type it would improve the flow of the game a lot, IMO.
In regards to a high-WPM mode, I think all that would be necessary would be to prune down the rogue-like elements (or streamline them) and make the gameplay focused more purely on the typing. Having a more regular speed of enemies appearing without gaps between them, maintaining a more consistent stream of enemies on screen to continue inputs, while also decreasing the speed of the enemy approach.
Frequently the best feeling I have while playing this game is when there are 4+ enemies on screen and I can parse all of them and quickly type a string of words to nuke the screen. The problem is that this style/pattern, while accommodated by the wave speed, doesn't result in a constant typing. To me, that's a pretty basic function of enemy spawn speed versus their movement sped--you could spawn far more enemies and maintain the 'constant typing' flow as long as the enemies move much slower and don't bash into my shields by the time I'm typing them.
To be completely honest I feel like you are potentially underselling the potential of your game and your own capabilities as a designer. While part of the inherent mechanics of the game may be divisive in terms of keyboard fiends vs. roguelike-enjoyers, the fact that there are people from both groups enjoying the game says a lot. Also the fact that the feedback is generally around the same topics means there is a lot of potential to gather feedback and build the experience to something everyone can enjoy.
I'm sorry again if my feedback seemed overly critical. This game is a really cool idea I want to see succeed, so I'm hopeful some of my critique was useful in that respect.
No worries about being "too critical". This is actually the best example of constructive criticism. You have expressed what you are frustrated with but without any harmful and unnecessarily rude language, and give suggestions on what could be done.
wordlists
top 200, 1k, 5k, 10k... they can get pretty long as the list goes on...
length restrictions were already mentioned
make a difficulty scale based on how common each letter is
and you can either make sliders so it's fully customizable, or tie them to difficulty levels, or even the strength of the enemy
happy typing