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To put it in another way: It's like there's a "FUN-Graph" for the game: As my guns are getting more and more powerful and I can stay ahead of the enemy curve and keep scoring some +1 upgrade screens, it's more and more fun to play the game. But when I get to that peak, where I can't upgrade my guns anymore and I can sense that for each day my guns are struggling more and more to kill boss enemies... That's when the FUN-Graph starts dropping drastically...
I don't have a suggestion on how change this, but will try to think of one. Well done with the game so far it is amazing.
There's just something so very satisfying about carving a path through countless enemies. ...But then, this has all already been said. Just bare in mind that if quantity changes, then some buffing will need to be done with things like arc flail and flare so that more chaining can be done. Otherwise, a nuke would become the only AOE of choice if other changes aren't made,...and without those additional changes it would limit gameplay variety much more.
BTW...what's so "super secret" about the super secret mode ;D??? I still haven't found a difference...Or is it a seeeecret. :D
And as I said before, after that point, I'd rather see scaling done with more things than just HP.
Perhaps something to add more variety would be to add progressively large point bonuses each day that you aren't using nukes, even if you're just plain out of them and not generating any. If the game rewards you once for not using nukes, why not continue to do so?
... and an actual tech-tree. Seriously. Let us see what path we'll be taking with each upgrade we choose.
Also, one other observation I have is that as soon as things start getting tough you basically lose all of your point bonuses (because perfect rounds become near impossible) and the game is effectively over. Unless you can maintain those point bonuses or have already picked the one-best-way to do everything, it feels like there is no way to keep up with the difficulty ramp.
... but then, I guess I'm back to wishing there was just a different game mode all together with some persistence. I feel like if I ever hit 30+ days I'll just stop playing because it will take me so many hours to get beyond that reliably.
Lastly, it would be wonderful to view the tree at any time from the game pause/menu as an option. Once you enter it it should not only show you what you have/haven't unlocked, but should "light up" the branches that you currently have unlocked in your current run (if you are in the middle of one). How cool would that be?
Once you get to a certain point at wave 30ish where no new upgrades seem to come out, not having enough points doesn't matter.
Maybe a feature could be you can spend an upgrade point (once the upgrades run out) on a one-time bonus, like "Repair current shields".
Although I really think the easiest never-ending upgrade should basically be ones to screw with numbers. Longer fireball? It goes to 30% now; why not offer 1-2% add ons. Or a simple "increase weapon damage by 2%" and you choose the weapon.
With that in mind, Ozzuneoj, has a valid point that in late game currently it becomes incredibly difficult to get bonuses! And I have noticed this: that as the game progresses it also requires much more points to lvl up. The required "xp" as it were is not the same. And since your only xp seems to be based strictly off the bonus system, late game you will be focused solely on survival instead of bonuses and upgrades. ...unless something in the current system changes.
That said, I 100% agree with you that if enemy difficulty keeps ramping up that we should AT LEAST be offered some simple recurring upgrades that allow us to somewhat keep up with the neighbors :D
I've been mainly running hermit and managed to get to day 30 by focusing exclusively on gun and flail but I feel like I only managed that because I got lucky with the RNG and the upgrades getting offered. It would be nice to be able to branch out and mix/match options without feeling like I'm crippling myself.
Overall having research paths take a day without granting a benefit seems to be the most obvious problem to me. Maybe having research trees be a separate choice from the actual upgrades might work better?
As other people have said, the difficulty spikes to impossible very abruptly around day 25 or so. At that point it felt like I only survive due to luck and all too often there's simply no way to fight back. I get that this is the point, but a more gradual ramp up would be more enjoyable.