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I've had a few very minor quips that I'd find I can't really justify an entire thread for, so I'm making this thread to hold them. I won't go on for very long about any of these, if I have something significant that warrants its own thread, that is where it will be. Feel free to question me on any of this, I'll try to respond if I can.

Bug: Occasionally, dive attack inputs get eaten or trigger double jumps instead.
Bug: The player character's head is visually displaced from the body when entering a challenge room.
Bug: Grenades that are thrown by something other than an attack—often due to amulets—cancel any active cloak.
Bug: Bombardiers—and possibly also grenadiers—sometimes throw bombs out of bounds. Unknown cause.
Bug: Recoverable health is completely revoked upon redeeming a scroll.
Bug: Player character is completely transparent when returning to a run in The Prisoners' Cells after leaving a daily run.
Bug: On the monsters tab of the overall game stats, some enemies don't animate, some enemies have the wrong sprite, some enemies have no sprite, and all enemies that normally have VFX don't have any.
Bug: The controls for highscore tables use "main_weapon" & "side_weapon", instead of "ui_swap" & "ui_swap_alt".
Bug: Various pixel integrity breaks on the UI layer and title screen.
Note: New players are not given sufficient information on what the Hunter's Grenade actually does. At the beginning of a similar thread to this one, someone even requested it be changed to fit the description instead. I had no issues whatsoever getting used to it, and actually feel it's OP in its current state.
Note: Dynamic shading on foreground objects looks too soft and too light, generally feeling out of place. It looks like a bad Spritelamp implementation, and I'm still not sure this game even uses Spritelamp. Consider giving them brighter toon shading like the rest of the game.
Note: Foreground objects that can't be destroyed look nearly identical to ones that can.
Note: Recoverable health seems to linger for different amounts of time across different runs. Possible bug involving Rally may be responsible.
Note: The VFX for AoE's that don't go through walls still go through walls.
Note: The swarm of lieutenants around elites currently hurts ranged play, especially when fighting orb caster elites.
Note: The Hunter's Grenade becomes useless once you have all enemy blueprints.
Note: The player can't keep track of the remaining enemies with no more blueprints aside from writing down which enemies the grenade bounces off of.
Note: The player can be stunlocked by onscreen enemies and get killed by something that wasn't onscreen until they were stunlocked.
Note: The player is unable to dodge through explosions.
Note: Certain enemy attacks that stun the player can get fast enough to hit the player with another stun attack before the first one's stun runs out. Elites like to do this a lot.
Note: Hitmasks for both enemy and player attacks often don't actually match the sprite at all. Especially the leap that zombies do, it hits things more than twice as high as its sprite.
Note: Being able to pass by enemies is highly inconsistent.
Note: Hunter's Grenade turning enemies into zombies must be treated as a placeholder.
Note: There are no keyboard bindings for panning the camera, and the controller bindings can't be changed.
Note: The player can effectively use the Fire Torrent in both directions at once by rapidly alternating left and right inputs.
Note: The quick-fire turret and heavy turret use the same sprite.
Note: The relative placements of the UI icons cease to make sense if the player changes their controls at all.
Note: Not all controls are visible in the settings and can only be changed by manually editing options.json.
Note: Control bindings cannot be removed without manually editing options.json.
Tweak: Add SFX and/or VFX to indicate the exact moment the player character has fallen far enough to have a rough landing.
Tweak: AoE's that don't go through walls should still go through jumpthru platforms.
Tweak: If holding down while in the air, ignore jumpthru platforms.
Tweak: If hopping down from a jumpthru platform, just fall through it without hopping upwards first.
Tweak: For enemies transformed by the Hunter's Grenade, color the first 40% of their health bar differently.
Tweak: Projectiles should pass by invulnerable enemies instead of knocking against them. Defenders are often surrounded by swarms of enemies that like to position themselves between you and the defender, blocking ranged weapons.
Tweak: Make spinners' spinning attack immune to parrying.
Tweak: Enemies should not be able to teleport while attacking, this damage is nearly impossible to avoid.
Tweak: Give cursed chests a different icon on maps and doors.
Tweak: Give different shop types different icons on maps and doors.
Tweak: Allow the player to turn off screen-shake.
Tweak: Unpause the timer when enemies are present in the paused area, or enemies are being attacked by the player from the paused area.
Tweak: Pause recoverable health loss and cooldowns while the timer is paused.
Tweak: Completely deactivate all instances outside of paused areas while the timer is paused, instead of simply preventing enemy attacks while interacting with something.
Tweak: Increase Valmont's Whip's length by two tiles, and increase the attack startup animation's length to 30 frames. If this makes it too weak, increase crit damage.
Tweak: Decrease Valmont's Whip's non-crit damage.
Tweak: Decrease War Spear's first attack startup animation's length, or make non-crits strong enough to justify the 30 frames.
Tweak: Add a line to ranged weapons' stat popups indicating the angle of the arc used by them, and indicate what that arc is for. For weapons like the frost blast, indicate length of the blast in pixels on this line.
Tweak: Allow dynamic shading to affect all objects.
Tweak: When money or cells appear in the world, they wait a bit before homing in on the player. Currently, they won't set themselves to home in on the player until they're done waiting. Make them able to do so while waiting, even if they don't home in until they're done.
Tweak: Allow the player to drop held items.
Tweak: The Hunter's Grenade should return to the player on a miss.
Tweak: Make twin damage and quad damage apply to all of a player's equipment.
Tweak: Change the default keyboard controls, they resemble the awful IG Maker defaults, but somehow even worse.
Tweak: Allow the player to manually change the icons that correspond to their key and button id's, and provide support for custom icons.
Tweak: Replace the intrusive flashing text advising use of a controller with a splash screen on launch that always appears regardless of whether a controller is detected. This is what most games designed with controller use in mind do.
Tweak: Add options to video settings for fullscreen scaling modes. On 1:1 and windowed modes, allow changing of pixel scale.
Addition: Yellow affix for turrets to make them behave like the player's current ranged weapon in the second weapon slot if they have one, with stats adjusted to fit the type of turret.
Addition: Add blueprint drop to lures that can only be obtained via Hunter's Grenade.
Post edited January 21, 2018 by Treadlight
Wow! You've had lots of great ideas and useful observations. I'm looking forward to seeing at least some of them realized in the game. :)

It appears you had a way better time with Valmont's Whip than I had. I often found myself in situations where it was impossible for me to get crits because the whip was too long for a melee weapon, especially on platforms that are shorter than twice the whip's length. Then again, I focus on fast swords and daggers anyway.

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Treadlight: Tweak: Allow the player to drop held items.
I was about to suggest something similar (but needlessly more complicated). Not being able to trade in an old piece of equipment to get a new one from a shop is a bit weird. Also during 3BSC runs I tend to pick up active skills in the Prisoner's Cell zone without checking "because +stats" and the current rush to reach the first timed door within 2 minutes. Taking double damage all of a sudden can be quite the unsuspected surprise in that situation...
Post edited January 22, 2018 by HeartsAndRainbows