Awaria
"revealing whats broken in generator"
I love this game and its gameplay idea. I reach final boss on hard and still trying to figured it out the pattern but is it just me or this game would feel way more fair and balanced on all difficulties if you didn't need to reveal what is broken in generator?

Like I think it would be way better game design if it was already revealed what stuff you need to bring
or it was physically visible on generator model itself what parts you need to bring.
Last edited by Mutant Overlord; Jan 11 @ 4:57am
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Showing 1-5 of 5 comments
hexakon Jan 11 @ 8:01pm 
I wholeheartedly agree with this suggestion, but in vanripper's defense I think the game would become very trivial without the need to check the generator first. A huge part of the game is about surviving bullet hell patterns, and running multiple laps because you got an unlucky part might be an intended part of that experience.

I think a better way to balance the game is to have a limited pool of needed parts: if the level's goal is 8 generator fixes, there might be a pool of 12 parts, and each time a generator is checked, it selects a part and removes it from the pool. That way it's still hard to guess which part is needed, but if a part has appeared a certain number of times, you know it's garanteed to not appear again.

This might already be in the game for all I know, since I haven't counted
Last edited by hexakon; Jan 11 @ 8:02pm
Originally posted by hexakon:
I wholeheartedly agree with this suggestion, but in vanripper's defense I think the game would become very trivial without the need to check the generator first. A huge part of the game is about surviving bullet hell patterns, and running multiple laps because you got an unlucky part might be an intended part of that experience.

I think a better way to balance the game is to have a limited pool of needed parts: if the level's goal is 8 generator fixes, there might be a pool of 12 parts, and each time a generator is checked, it selects a part and removes it from the pool. That way it's still hard to guess which part is needed, but if a part has appeared a certain number of times, you know it's garanteed to not appear again.

This might already be in the game for all I know, since I haven't counted
already suggested this
tryhard do NOT want any change. they already beat the game after all
Originally posted by Silver l>>>:
Originally posted by hexakon:
I wholeheartedly agree with this suggestion, but in vanripper's defense I think the game would become very trivial without the need to check the generator first. A huge part of the game is about surviving bullet hell patterns, and running multiple laps because you got an unlucky part might be an intended part of that experience.

I think a better way to balance the game is to have a limited pool of needed parts: if the level's goal is 8 generator fixes, there might be a pool of 12 parts, and each time a generator is checked, it selects a part and removes it from the pool. That way it's still hard to guess which part is needed, but if a part has appeared a certain number of times, you know it's garanteed to not appear again.

This might already be in the game for all I know, since I haven't counted
already suggested this
tryhard do NOT want any change. they already beat the game after all
Hard mode could keep the old behavior, while normal and easy get the new one
Hurkyl Jan 12 @ 2:32pm 
I don't see how this suggestion would improve anything. I think secretly, the proposal is ultimately just asking to make the game easier by making you do less so you don't have to survive as long.

To help spell things out... on a round you might have to do something like:

  • Six times, you have to touch the generator and you don't have to bring anything at all when you do so, and there is absolutely no delay before learning your next objective
  • Six times, you have to bring specific items to the generator, and there is a delay before learning your next objective

and what the proposal is asking for is that the easier and simpler of these two tasks be eliminated.
Last edited by Hurkyl; Jan 12 @ 2:37pm
revealing the kind of repair that is needed mean you need to do more cycles between generators and supplies, it increases difficulty and I would be interested to see a mode without it, but not removing from the game. The last boss fight, in fact, created an interesting cycle where you return from one side to another to find what you need to repair this side's generator and also grab supplies for the opposite generator.
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