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For the tooltip bug you mentioned, do you remember what was triggering the tooltip? I guess I missed adding the check for something. It would be helpful if you remember which it was.
For the endless mode, the Misty Graveyard was only intended to be an experiment & special event for Halloween. But people seemed to be enjoying it, so I decided to keep it open until the next one is available. That's why there were no character/block/rune selections, just to keep it simple so it's easier for me to figure out what needs to be improved. It turns out the endless mode was wayyyy more complicated than I expected (it's almost like making another TD game...with all the limitations in Emberward), and I'm actually glad I didn't activate everything in the first experiment. 😆
Oh, and one thing I found out from the Misty Graveyard is, people have really diverse opinions on RNG. Some told me they think RNG makes it much more interesting, some really hated it. So I guess the solution would be making different endless modes and letting people decide which one they prefer to play.
Currently, I'll still be focusing on roguelite mode until the final chapter is finished, then I'll be spending more time on the endless mode and other features. Let me know if there's any other suggestions!
After revisiting my previous posts, I think I've pinpointed the issue. Let me clarify: the mode is fun at its core. But here's the deal – in Endless Mode, it sometimes feels more like watching numbers climb than actually playing. Even with all the cool damage types like fire and lightning, once I've set up my maze and towers, there's not much left for me to do. Tweaking my defenses later is out of the question because removing upgraded towers with Rogue-like buffs costs way too much, especially when dismantling them gives back peanuts compared to what I invested. It feels like my whole run is shackled by my early-game decisions.
Quick question – is the tower limit/FPS drop the reason why Endless Mode has to become this wild numbers race? Like, do enemies get their stats pumped up just to force a game over before performance takes a dive? If so, man, that's rough. This mode has so much untapped potential beyond just "build it and watch the numbers fight."
I mentioned earlier that it only "looks" interesting because it relies on rapidly inflating numbers to speed up game progress. This is a poor design choice that seems inevitable in any Rogue-like, but truly engaging games find clever ways to delay this from happening too soon.
Especially if there is other stuff in the way, walls, info windows, etc.