Open jdoleary opened 6 months ago
Healing urn seems fun and easy to add.
Another totally random idea that just popped in my head: An egg doodad that spawns a unit when smashed. Potentially something the player would want to avoid triggering. Could be very big scary unit, or some small cannon fodder thing. Maybe even in some free-for-all faction that attacks the nearest thing?
Related: #506
https://discord.com/channels/1032294536640200766/1230521989031133346/1230521989031133346 Viz OP — Today at 10:15 AM Currently endgame can become quite stale/monotone. One of reasons is the fact that in endgame you often no longer care what enemies are in level; only how much hp they have (well, maybe with exception to summoners).
My suggestion: enemy resistance, immunity, healing and buffing from certain damage type. Resistance and immunity sounds straightforward: unit takes less or no damage from this type of damage Healing can be interesting if for example enemy could get more than max hp from it. Also it could give mana instead of/along with hp. Buffing could be quite scary. While increasing damage does not sound that bad, increasing range does.
As for how enemies would get those it could be either random or maybe new enemy. However it would be, it would be necessary to clearly indicate that this unit have buff to avoid frustration.
This is just rough draft. I'm inspiring it based on noita as there it is quite hard to create wand that can deal with every enemy. Viz OP — Today at 10:18 AM This would require to categorize damage into types SoulMuncher — Today at 11:53 AM Instead of damage types, do you think this could be done simply by having bigger and more interesting enemies with mechanics you need to play around, and/or more end game stat scaling for enemies?
An enemy that comes back from the dead and/or makes nearby units do so An enemy that explodes with healing/shielding/immunity on death An enemy that prevents nearby allies from taking damage An enemy that reflects direct damage An enemy that gets stronger when you kill things near it
Viz OP — Today at 4:40 PM Yes, those all sound really good! Now that i think about it, this entire post could be summarized: How to nerf bloat without nerfing bloat? :thinking~1: Well I just feel that grouping all enemies together kinda doesn't have any disadvantages and trivializes levels (although this isn't necessary a bad thing) SoulMuncher — Today at 4:51 PM Right exactly. Interacting with game mechanics is fun, and catch-all strategies like mass target + swap or summon spam can get rid of that interaction and/or make levels feel trivial. The environment and enemies should be designed in a way that requires you to adapt your approach from time to time. If you have any other ideas or thoughts to add feel free to continue this thread! I'm going to update the post name