So coupled with the cooldown timer on the spell, it should prevent players from creating too many trees and locking things down. It will naturally decay over time with no way to regain health. I've changed it so that water spells no longer heal the tree. That's fantastic and also needs to be fixed haha. So you made a forest of healing / forest of "destroy my pc". Originally posted by Eatitup_86:Hi there Endo, Looking forward to seeing the finished version of this game and rolling through it when it is story complete. The Meteor on the other hand seems kind of useless due to how long it takes to land early in the game combined with not having enough spells to hit it with to power it up so maybe items of that type should be reserved for late game drops. I love the spell combining mechanic idea and the tree of life itself is really neat. I would recommend limiting the maximum spawned trees to 2-3 and replacing the first with the next spawned tree to resolve that issue.Īside from that the movement does feel a little off graphically since you can see warping in the image as you are changing directions. The biggest buggy thing I saw is that the projectile calculations seem to be locked to a single thread at this time so the player can lock up the entire game by spawning multiple tree of life's then dropping Ice walls on them to spawn thousands of projectiles. I just tried the demo up to the coral dungeons as well. I suppose the best way to describe it is that I didn't want to keep kiting enemies in circles and shooting fireballs every time the cooldown was up. The demo itself was kind of interesting, but it just lacked a hook to keep me going. I combined a thorn patch with a fire ball once on accident, but currently casting spells takes too much time and the enemies are too quick for it to really be viable to try and cast two spells in the same spot to combine them. The current upgrades are useful, but not really interesting. I hope there are more complex upgrades later on that allow for more customization. Maybe later once you've upgraded them enough.Ībout upgrading itself I only saw cooldown and damage upgrades in the demo. I saw one of the tips says to block or counter spells instead of dodging and that's really not possible with the spells at the start. I don't like needing to press space a second time to fire them. First I like that the spells have a cast time. So I played through to the coral dungeon second level, and here are my impressions.
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