Tempest Tower

Tempest Tower

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Why doesn't wind auto-gust Spike Traps?
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Showing 1-3 of 3 comments
Fishbones  [developer] Mar 15 @ 9:10am 
We did consider it. I'm still considering it as an upgrade, "hair trigger" or something.

The Gust is a much stronger push, it moves enemies, launches bombberries and future items and interacts with switches (like the spike trap).

We did try having the wind feel stronger, but it felt really unintuitive and frustrating. It would auto throw bombberries or alter the direction of items thrown, impact enemies, etc.
Originally posted by Fishbones:
We did consider it. I'm still considering it as an upgrade, "hair trigger" or something.

The Gust is a much stronger push, it moves enemies, launches bombberries and future items and interacts with switches (like the spike trap).

We did try having the wind feel stronger, but it felt really unintuitive and frustrating. It would auto throw bombberries or alter the direction of items thrown, impact enemies, etc.

seems neat as a potential upgrade to consider!

i definitely almost lost a wave because i didnt read spike trap's description and relied on it to mostly handle an entire branch of enemies while i focused elsewhere

it seems that power is designed as the thing required in order for things to happen where you aren't, which makes sense
Last edited by dontnormally; Mar 15 @ 9:14am
Fishbones  [developer] Mar 16 @ 9:41am 
Originally posted by dontnormally:
Originally posted by Fishbones:
We did consider it. I'm still considering it as an upgrade, "hair trigger" or something.

The Gust is a much stronger push, it moves enemies, launches bombberries and future items and interacts with switches (like the spike trap).

We did try having the wind feel stronger, but it felt really unintuitive and frustrating. It would auto throw bombberries or alter the direction of items thrown, impact enemies, etc.

seems neat as a potential upgrade to consider!

i definitely almost lost a wave because i didnt read spike trap's description and relied on it to mostly handle an entire branch of enemies while i focused elsewhere

it seems that power is designed as the thing required in order for things to happen where you aren't, which makes sense

We definitely need to communicate how the spike trap functions better. We are struggling a bit with the iconography. I would love to use more icons and hover helper text, that is the goal for the future.
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