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Having other options for where the health bar is and how it displays is something that's been suggested a fair amount (in the suggestions channel of the Nova Drift Discord server) so hopefully something will come of it, eventually.
I've noticed that a lot in videos of people playing, too. Some of it goes away with more experience about what's dangerous in the game and what isn't. Other times, it's genuinely things that are hard to notice, like a bullet that's near the end of its lifetime and has faded out to be very faint/tiny yet still does full damage, or whether you're in a blast radius or not, or when an enemy or asteroid has just spawned a fraction of a second before you go around the edge of the screen and smack into it. :(
Are there any particular enemies or situations you can describe where it seems like that happens? (If you need to check what enemy is named what, you can find them on the Nova Drift wiki https://nova-drift.fandom.com/ )
As far as I know, the damage players take from collisions doesn't depend on speed at all, just what kind of enemy it is. The exception would be if you clip into the enemy or the enemy is chasing you down and you collide two or three times in a row (I believe there's a short limit to how fast it can happen, but it is quite short).
Well, there are warning signs at the screen edges when particularly nasty enemies and hazards like comets and singularities are about to spawn, and the shield/health bars flash a red glow with increasing intensity as they get below about half (though that has the same limitation about location on the screen).
this game has A LOT of horrible ♥♥♥♥♥♥♥♥ in it since the new enemies 2.0 patch., and it really feels like the majority of the feedback on difficulty is coming from a handful of people that can hit the really high scores and everything else is "lol get good" and ignored.
I don't know about "meant to" but yes in most cases if you die in Nova Drift it's 100=>0 in a second or two.
I like that you can get killed by difficult-to-spot attacks. You can train better situational awareness on this game.
The other thing you can do is intentionally sit yourself somewhere it's easy to spot attacks. There's some depth and breadth there because it's not trivialized.
That said some sort of replay function would be good so it's a lot easier to figure out what you missed, rather than having to do something like trying to get all the enemies that were in the lethal wave alone and sitting there watching them like it's a nature documentary.
Are you playing some *really* old version?
The apotheosis super mod at least stops you crashing into enemies when you screenwrap, and lets you laugh at hammerheads, but it's quite a few non-damage upgrades to get.
IMO all the specialised shields are too weak to be useful in an average weapon build, with the possible exception of orbital as mentioned. Shockwave seems nice until you realise the long delay between pulses and low shield strength makes it worthless most of the time.
Too many roguelites are simplistically "balanced" by having a negative effect included with the positive one -- it's easy to do and overall balance can be ignored.
For newer players, I recommend playing with salvo and spectre and starting shield. At least you will get to craft a build and experience wave 200 before dying for no discernible reason :-) Yes, you will not gain the experience of trying to avoid enemies who can see you all the time. But, it's possible to transition to other ranged weapons, like dart, railgun and blade between waves 40 and 100.
I do think transitioning ought to refund any upgrade point used on anything other than starting gear. I've only reached wave 300 once, and I feel frustrated that the majority of weapons and ships are so punishing for me to even get to wave 200 with that it's not worth starting with any of them.
That being said, i am salty, very salty. I've been trying to get a Mortar build and the past 3 runs i got it, i died within 1 second of getting the mod by some largescale explosion or lightning fast enemy rush. Game, ♥♥♥♥ YOU! /shortrant
Hard to answer because of how the game is designed.
It's fairly difficult, especially if you don't pick good upgrade combos.
That being said there's a lot of possible loadouts that are viable so i wouldn't worry too much in that regard. But if you expect to just randomly pick whatever you want and have it be good, you might be a bit disappointed unless you have a very good sense of optimization. There's flexibility, but not every build is good, there are clear synergies and antisynergies. At least you're not too reliant on rng.
Game is still fun in spite of the sudden nature of most deaths, and you have some options to reduce or increase difficulty to some extent (more so the latter).
Plus so far there's only an endless mode, so you HAVE to die at some point.
Yeah, but theoretically, endless is "unwinnable"