ChrisNZL / Tallowmere2

Changelog, issue tracker, and development knowledge for Tallowmere 2.
https://tallowmere2.com
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Keys: Can be annoying to hold #613

Open ChrisNZL opened 4 years ago

ChrisNZL commented 4 years ago

In the original Tallowmere, keys were dropped by enemies. You picked up a key, which increased your quantity. Not really exciting, but did the job.

In Tallowmere 2, as of v0.1.5a, keys are dropped by enemies still, but not in a quantity/collectable sense. Keys are held temporarily, either to then be thrown against enemies, or delivered to a door.

In one sense, the ability to hold a key opens up different gameplay mechanics, for better or worse:

On the whole, keys in Tallowmere 2 a part of a larger system which is new from the original game – being able to hold temporary items to then throw or use. (the Capture the Flag flag in T1 sort of experimented with this idea)

But, having to juggle keys also comes with downsides:

Possible improvements to try:

ChrisNZL commented 1 year ago

Perhaps, make the Magnetism modifier make keys follow the player gracefully.

And this way, keys don't get stuck on corners ledges.