Big Bad Bug wrote:Alright, let's get this party started!
This level of detail is amazing, and I'll have to integrate a lot more into my stuff just to keep up.
The pictures are especially nice to have, as level layout descriptions are immensely tiresome to read no matter how hard you try to describe it decently. Were those troublesome to create, and was the difficulty of making them enough that they may not appear for every level?
Making them doesn't take long, it's deciding how the paths will go that takes the time up really. Once I'm drawing them, it helps me visualise how the level would work.
I really like the starting towers, especially the artillery. 3 quotes per tower, as hard as it is to make quotes, may not be all that much since they do get really repetitive already, as seen in the previous games. Still, it's good. The only actual dislike I have is how they follow the same balancing as towers from the other games, meaning that level 1 mages are really useless and completely cost ineffective, while artillery is really good at starting level. The equivocal numbers is referentially better for everyone, of course, but just the balance of the mages remains a problem throughout because of this.
I'm glad you like the artillery, they were actually the hardest to conceptualise. The quotes, yes, it's hard to come up with that many for the simple towers, but I will try to add more in time. As for the balancing, as I have said before it's not one of my strongest points, so the numbers and such for damage, cost, etc. will be off. But as you mention the power of mages in your second post as well, I will make some edits on their damage stats to see what I can do to rebalance them.
The freeze mechanic is, I'm assuming, a replacement spell for ROF, in which case, I like the contrast a lot. Forcing players to have to time it for situations where enemies can be dealt a lot of harm is great, as it fundamentally keeps the concept of waiting for an opportune moment to use the spell for great effectiveness, but those opportune moments will appear in different scenarios. It does have 2 foreseeable issues that would appear only if the game retains the likeness that it already appears to have with the other KR games, which are as following:
1) Freezing enemies gives more time to stop leaking foes. ROF was a terrible method of stopping quick enemies at low health from surviving at the last moment, and the fact that it took time to reach its target made it even harder to be effective that way. Here, you can freeze enemies and let reinforcements recharge or give your hero time to reach the enemies and kill them with much more ease, thus negating the strategic demand in every level.
2) AOE is even more useful than before now. Freezing a group of foes and letting new enemies pile up is a phenomenal, pretty much overpowered, way to deal thousands of damage with a Hero Spell and any potential hero/tower AOE specials. KRO wasn't imbalanced and repetitive because the archers' and mages' single-target damage was so good, it was because they easily replaced Druids with their AOE capabilities. The original KR also had a lot of repetitious usage of the Tesla for its amazing Overcharge upgrade, damaging tons of enemies with every attack.
Both problems can be avoided if the game is just balanced much differently, but in case it's not, I thought that I'd point that out.
Balance. Nyeh. You bring up good points, especially for the hero spell at the same time bit. I will have a think about it, but I may have to change the function of the spell if I can't get a better balance. I have an idea for a different hero spell for Mazwell if I do need to change back to Thunderbolt like Origins.
I adore, above all else, the emphasis on lore for the universe, which brings something new that other games definitely have been lacking in. Stuff about the Dwarves, this mysterious avian race that somehow couldn't make it into the events of any of the other games, and whatever else awaits is really good and well done. Other than mentioning that Dwarves are loud twice in the section with your own thoughts (was that for a joke?), it is truly quintessential. Well done thus far!
Dwarves are so loud it deserves mentioning twice
Oof_Shunt wrote:Why the name 'Chronicles'?
Without giving too much away, this story is very focused on time.
Ninja wrote:The armor is a very cool idea.
Too bad it can't be visual.
Also,what do mean by saying the Satin Shield reduces poison damage by 50%?
I think TaTs explained before about why customisable heroes would be an issue, simply because the amount of animation required to accommodate ever different pieces would be a staggering amount of time and effort. There will be some kind of customisation at some point, but not until you've completed the main campaign.
Many enemies will have poisonous attacks, that deal a certain amount of damage over time. The Satin Shield reduces that damage. So, if an enemy caused 60 damage over 3 seconds, the shield would reduce it to 30 damage over 3 seconds.
The Kingmaker wrote:Some of the armour sounds a bit pay-to-win but beyond that is good.
It shouldn't be. Purchasing a hero will unlock certain pieces of armour throughout the game, but unless you have made the purchase, those armour pieces will not be available. There are no pieces for free heroes that would require a purchase to get them. The pieces you do get for buying a hero are in no way better than any other piece.
wailwail wrote:Just a side note: You don't have to make all the maps symmetrical
That's just how the first levels were planned out.
Zonoro13 wrote:Why does the Cottonmouth's attack increase? Is it ranged? There's no point in having two attacks if one isn't used.
Good catch. They don't have a ranged attack, so that's a mistake on my part. I will alter their ability in my next update.
phillipriv9 wrote:Oh yea your right. How did you make the levels as it would be very helpful in making mini campaigns, and such.
Photoshop.