Serious Sam: Tormental

Serious Sam: Tormental

Questions I've asked about Bulb and forgot the answers to and other feedback
***BUGS***
The big guys that launch missiles can get stuck in the voids when you have the brutal kill requisite mood turned on and take a long time to die by the timer; I think many people would quit the game before that timer goes off, especially if they don't know about it.

Does Hitman work for Bulb? If not, is his primary attack excluded from all buffs that say use the word "gun"?

What does it mean when his health is flashing and there is a second bar that's higher than another bar; it looks like the smaller bar is reflecting the number for remaining health.

What is the difference between Bulb and his alternate form?

For buffs that push the player backwards (?self knockback?) the weapon should state that it does that.

If you get a buff from the black chest like the super sniper buff for the primary weapon, does the number of primary weapon slots you're allotted get used up or will you be granted 6 in addition after it gives you those? Also, the sniper perks should have better descriptions when hovered over; it's hard to tell which is which (I think there are 2 levels to the sniper perk, but it's not clear in the description).

Where does Second Chance spawn the ammo? Where the bullet dies? When it hits the wall? On top of you?

Do iterations beyond the first count for the achievements that require reaching a certain area in a certain amount of time?

What does the "x2" on the ammo box mean? It should also specify that it's for the primary weapon. It's for the primary weapon, right?

When the Power Glove says "does 5% more damage" does that mean all bullets and melee? Or?


***OTHER FEEDBACK***

It might be a good idea to have the vending machine's cash-for-keys value increase with iterations; I don't know that it does that.

Sometimes the "use" button to access (specifically) the vending machines doesn't work until I either hold the button or press it many times, both the life and figment vending machines.

When navigating some of the mine 2 lane fields, like when going to some of the secondary weapon shops, the geiger counter will detect the mines maximally in both lanes, and there is no way to know which spot has the mine, forcing the player to take a chance. I don't think this is the intention here.

End game ideas:
The runs can get a bit boring (especially after they've been done many times), so maybe have each character working towards some Serious Brutality attack/power or something, preferably something mechanically new to the character.

Also, IDK if the items keep going up in value, but I think 5k is a good cap, this way items are still able to be accumulated and ultimate power is achievable if you're good enough and earn it.

*** will update thread as I think of more stuff ***
Last edited by Those Tunnels For Child Stuff; Apr 6, 2023 @ 7:24am
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I lost something like 2000 armor waiting for one of those missile launcher guys to die in a void and I was forced to try and roll to kill him once I was low on health (to get *something* out of my life) which of course killed me instantly. Then I lost to Brainstorm because I had to roll into him to kill him; that boss needs an alternate way to be killed, like going into an easier-to-brutal-kill form (while still attacking) or something else. That was a waste of one of my best runs ever. Both of these things happened in the same run, and that most armor could have pulled me through here.
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