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Messages - bigosaur

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31
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: January 25, 2021, 12:01:39 PM »
Recolouring variants could do the job fine with the icons I think.

I just added more icons. Version 5.09 is up with the change.

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Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: January 24, 2021, 11:19:54 AM »
OK, unlocked the new character, had an absurdly OP run. I feel like the bonus for shields potion should be per 2 shields, not per 1, because it can get immensely OP especially for knights if you have the blacksmith hammer or toughness potion.

I will have to run some tests to see how often do you get the combo. There are already many OP things in the game, so if it doesn't happen too often, I don't want to complicate the rules.

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Also important feedback, the bonus for shields and toughness potions need to have different symbols so they can be told apart in the bottom bar.

Hm, yes. The same problem exists with "Focus Pocus" and "Every Hit's a Crit". I'll think of something.

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I'm not sure I like the "Victory?" at the end... it's kind of funny, but at the same time the game presents it to you as "you could do this route or the standard route" so then it doesn't feel good as a player to do the standard route and then have the game say "actually maybe you didn't really win", if that makes sense. And I think that might be worse for newer or younger players where you really want to feel a sense of achievement when you complete a run (SoaW is not that easy a game after all even in its regular form, unless you get amazing RNG on items/potions).

I looked at how some other games in the genre do it: Spelunky, Slay the Spire and I feel like it should be there. I have seen some players (on YouTube) finally complete the run once and say "this game is done" and never play it again. Especially, if they do it early without unlocking all the characters. It's a motivation to play more and fully experience the game.

Beginners tend to play and beat RPG mode first anyway, and Hell level isn't available there, so they get the "Victory!" screen without any demons.

33
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: January 23, 2021, 03:28:10 PM »
My TV is too big to display game content normally, is there any solution?
3840x2160

Sure.

There are two ways to make it work. One is to make the TV scale the graphics up, and the other is for game to scale the graphics.

1. Go to Settings, Experimental features and set "Pixel-perfect grahics" to "no".

OR

2. Force 1920x1080 true fullscreen mode and TV will up-scale the graphics. It is done like this:

Settings, Graphics, Set Resolution, Custom

Fullscreen: Yes
Width: 1920
Height: 1080
Window border: hidden

Hope this helps.

34
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: January 21, 2021, 11:21:52 PM »
I just found a deadly combo for the Lich: Vampire Sword + Shepherd Staff. Walk into the room, turn all enemies into sheep. Attack sheep to fill hp back to full.

Of course, you still have to deal with bosses, but I just abused the King Scepter and summoned 100 guards... and then buffed their speed a couple times and then hit the sheep to heal back up completely.

It was really fun. Well, until I decided to go to hell and had to donate the King Scepter. My supporting army died in 3-4 rooms.

Not sure if it should be left like that. I though about lowering sheep HP to 1, so you only get that mana you spent back, but even then it seems OP. Maybe sheep shouldn't heal you at all? Or maybe I should just leave it like this and let players have fun.

35
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: January 21, 2021, 03:45:05 PM »
not feeling super well

Take your time. Hope you recover soon.

Are you still playing using a keyboard? I find controllers to be more relaxing to my hands, although a little bit less precise, so I mainly play ranged characters that way.

36
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: January 21, 2021, 09:24:19 AM »
Sorry! Forgot that I was recording a video. The music is not authorized.
Now that the problem is resolved, I decided to delete it. :-\

It's a really good run. You don't need to delete it. There's an option in YouTube to remove audio.


37
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: January 21, 2021, 07:47:17 AM »
I tried 4 times, but there was no reward for destroying the demon legion.

Oh, yes, there's a problem there. Because there is no main boss, it would be too much if every demon dropped, so I disabled it. I need to fix this. Maybe just make one of the demons drop rewards.

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The reward for hide-and-seek is only 2 blood runes, is that too few?

This is correct. Hide and seek is much easier than Vampire Hunter NPC quest which gives you 3.

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Is it a bug? Start at 57:16

She just died when you entered the room? It's a bug for sure, I need to find the reason. Thanks.
EDIT: I found it. The max HP possible was 16000, so if boss had more HP it would wrap around to negative numbers. I will fix this in version 5.0.6. later today.

BTW, I love how you replaced the music files with the one from Monster Boy and it switched automatically in the boss fight  :)

38
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: January 19, 2021, 06:13:46 PM »
I compiled the list of all the changes and additions here:

http://bigosaur.com/blog/180-son-of-a-witch-demon-hunter-update

I wanted to copy/paste it here, but it looks like I would take manual formatting, so I'll leave it for later.

A few changes to the stuff I mentioned eariler: Bloodmage is called a Lich, because there's no blood really. He uses undead lifeforce and mana. The update will be called Demon Hunter instead of Demon Slayer update.

39
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: January 18, 2021, 07:18:18 PM »
Sorry, I did not consider other low-level players.

We tried and it was OP. Then we tried with +50 and it was really a nice boost. When you are not powerful, then +50 is awesome and +100 is just too much. When you are already powerful, even +100 does not matter. So, it's +50 now. We will see when we play more runs.

I'm uploading version 5.0.5 now. Fixes:

- When Koala pet gets you one of the shop items, you would not get a silver coin
- Demons have too much HP for early Endless Arena waves, so now they only show after wave 50
- Hypnosis staff now only targets enemies who don't already have it

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Also, hell is really cool! >:D

Thanks!

40
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: January 18, 2021, 12:03:38 PM »
Version 5.0.2 is up with the fixes.

41
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: January 18, 2021, 11:05:22 AM »
I think the hourglass and Faustian ring are not designed very well.
Maybe add some negative effect or decrease the value appropriately.
HP-40,Skills+100-120 or HP-20,Skills+80
Speed-2,Skills+100-120 or Speed-1,skills+80

Those two started with "double damage" instead of "skills +100" so it felt like a nerf to me, but you are right. Very OP items. Maybe I should just lower it to "skills +50" and see if that is underwhelming.

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Cooper's Ring+Evergreen Oak Branch=Infinite loop. Money is Power+Claw Hammer、Apprentizer、Mana Canteen、Philyra's Necklace+Ironclad

Ohhh, I forgot to disable getting mana/gold/shields from those "spawned" barrels. Will fix right now.

42
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: January 17, 2021, 08:29:02 PM »
The first beta build for the Demon update is ready, version 5.01. You can try it out if you go to BETAS tab in Steam client game's properties and type the password: minimum89012

I made instructions with screenshots here: https://bigosaur.com/blog/153-son-of-a-witch-beta

It's for the old Steam client, but the naming is similar for the new Steam client as well.

Let me know if you find any bugs. I plan to test it extensively myself as well in the next few weeks.

43
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: January 05, 2021, 03:39:38 PM »
the extravagance sound effect is the single most annoying thing in the game (plus it means you should make a lot more careful calculations about routes around the level

And I thought I was the only one annoyed by this. ;)

I will change the extravagance to only work for new rooms, not going back through the ones you already discovered.

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If one were to do a bard

I thought about something like a lute as well, maybe casting a random spell. Either confusion/peace/hypnotize on enemies or a random buff (speed, crit chance, etc.) on allies for 1 battle. BTW, hypnotize is a new effect I plan to add which would make some of the enemies your allies (does not work on bosses) until the room is clear - similar to confusion, but they never target players.



44
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: January 05, 2021, 02:19:54 PM »
Ooft! Is there any downside to it? That seems very powerful!

It isn't really that OP, the starting damage is similar to the Twilight Staff and the special ability is just the 1-mana piercing arrow. It does "feel" very powerful to use.

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dwarfs and bards as characters

Here are some ideas I had for this update, not sure if those are going to get in:

1. a rich Merchant hero who starts with 2000 gold, 40HP, low stats (80 melee, 30 magic, 40 archery), the Gilded Predator hammer, Money is Power effect and low Extravagance effect. The idea was that you start very powerful (You can 2-shot most enemies with the hammer), but you have to keep getting gold not to lose the power. It was fun to play a couple of times, but chasing the gold become tiresome quickly. I also tried some variations like just having the gold and the crossbow at the start (without effects), but it's basically the same as any regular run when you get the crossbow on the first level. So I scrapped it.

2. a blacksmith hero who starts with 20 shields (the 50% damage reduction one for 20 hits), and a hammer which can be used to attack or smelt weapons (any weapon) into shields. Beside 50% damage reduction, every shield point you have would give you some extra damage to attacks. Don't know if this single mechanics is enough to have a separate hero. And I'm also not sure if we need yet another melee hero. I still haven't experimented playing with this build, though. Maybe it could be a fun one.

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I wonder if the mana ability should keep the raised arm anim or not? It' looks a little odd that the character raises the bow and the bolt flies out at an angle.

I admit it's weird. I'll probably add a special animation for it. The main problem is that it means going though all 11 characters and adding a special animation just for that one attack. I've got so many other features to add... Or maybe I could change the special to be some buff instead of the piercing attack?

45
Bigosaur / Re: Son of a Witch: Devlog and general discussion
« on: January 05, 2021, 12:19:36 PM »
You are going to love this one:


Many players have requested this and finally it's here. It's a magic crossbow that shoots magic arrows (so, no arrows required) and can be upgraded with both magic and archery runestones. The green and purple one upgrade the damage depending on hero archery/magic skill. The blue rune upgrades the range, which is about half the screen by default and the yellow one increases the speed of arrows. It shoots really fast, like a gun.

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