Hey Siv! Thanks for taking my change suggestion from before for Abandoned Wisp. After playing it for a bit I think it could still use some tweaks - my initial idea might have been too far the other way. Here's my suggestions:
1) The wisp should spawn where the dead enemy is, rather than from the player
-less distracting when spawning
-more obviously friendly as you see the "ally" indicator and wisp simultaneously
-less likely to block the players shots if they are further away
2) Reduce Little Wisp knockback.
-they shoot other flying enemies straight into walls
3) A single, powerful wisp
-instead of more wisps, killing more enemies while you have a wisp gives the existing wisp buffs (more damage, attack speed, health, etc.)
-if the wisp is permanent (doesn't decay) then the buffs could wear off over time?
-If the wisp does decay, then killing enemies should heal it as well.
-maybe becomes a greater wisp if you kill enough enemies? (probably hard and a bad idea)
Hey Siv! Thanks for taking my change suggestion from before for Abandoned Wisp. After playing it for a bit I think it could still use some tweaks - my initial idea might have been too far the other way. Here's my suggestions:
1) The wisp should spawn where the dead enemy is, rather than from the player -less distracting when spawning -more obviously friendly as you see the "ally" indicator and wisp simultaneously -less likely to block the players shots if they are further away
2) Reduce Little Wisp knockback. -they shoot other flying enemies straight into walls
3) A single, powerful wisp -instead of more wisps, killing more enemies while you have a wisp gives the existing wisp buffs (more damage, attack speed, health, etc.) -if the wisp is permanent (doesn't decay) then the buffs could wear off over time? -If the wisp does decay, then killing enemies should heal it as well. -maybe becomes a greater wisp if you kill enough enemies? (probably hard and a bad idea)
Thanks for your time!