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[TCotD2] Game design feedback dump as of the latest round of testing from Nash and Boondorl #164

Description

@nashmuhandes

Nash

  • Coop is crashing at library key
  • melee monsters are all useless/non-threatening. too easy to just pitchfork-spam them (zombie, ghoul)
  • redo rapid-fire revolver code to be ultra responsive
  • don't let scripted nightmare count towards pendant usage
  • add objective to go to church after discovering the solution at the train station
  • i plan to add a scoring system that ranks you based on how fast you finish the mod, and less usage of the shelter gives you a better score; gives incentive to stay outside
  • add scripted autosaves
  • church boss too easy (OR - replace it completely??? that Heretic wizard is quite lame, TBH)
  • flying spirits has the lost soul momentum bug
  • make key pickups fullbright and glowing to attract attention
  • duplicate door in the hospital, first vent room (actually - check all duplicate doors - I'm sure there's a few of these)
  • add objective to discover the hospital inner sanctum?
  • add monsters that can crawl through vents from during nightmares (prevents cheap vent camping) [Nightmares can enter vents, according to Tormentor --Blue Shadow]
  • reduce sound propogation in the inner sanctum (let them hear shots from the hallway outside0
  • add bespoke sounds to breakable props
  • add area name texts on the automap?
  • invisible blocking line inside otherworld tent
  • ammo waaaay too little in hard difficulty
  • missing texture in otherworld door trim near the hourglass
  • lady dimitrescu enemy (unkillable stalker)?? to in place of the scripted werewolf spawn
  • if implementing the above; move the werewolf enemy into the reading room's center (after picking up translation book)

Boondorl

Navigation

  • Could be difficult to tell what doors were available
  • Perhaps fade out the key marker after a door has been opened? That way unopened ones are obvious
  • Potential generic marker in area to signify point of interest (tie these to the current active quests)
  • Missing a few key objectives? Unclear what certain items are for until the very end of the game
  • Perhaps that translated note should take place much earlier to give the player a clear goal
  • Better use of dyanmic lights or something that sticks out to mark areas where the player should go

Coop

  • Extra health for bosses
  • More enemeies?
  • Maybe different ammo distribution if playing in coop?

Gameplay

  • Enemies
    • Zombie & Ghoul
      • Blood zombies and Amnesia monsters incredibly weak. Can be trivially backpedaled and stunlocked by the pitchfork
      • Have them move faster but tone down damage for enemies with huge hits
      • Reduce pain chance
      • Tweak animation timings to make sure they don't deal instant damage at close range. Just in case they end up being too damage heavy
      • Amnesia monster should have health toned down
    • Mini spiders
      • Spiders should be much faster [Won't change --Blue Shadow]
      • Increase size to make them easier to hit to compensate? [Won't change --Blue Shadow]
    • Nightmare
      • Stealth enemies are bad [Monster no longer goes completely invisible --Blue Shadow]
      • Should always be some kind of visible tell [Monster reveals itself when attacking --Blue Shadow]
      • Make sure damage isn't absurdly high
      • Look into adding more sound effects? [Won't change --Blue Shadow]
    • Butcher
      • Have very odd vertical aiming on their projectile attack
      • Could use a minor move speed buff
    • Cultists
      • They are a tad too slow. Increase their move speed a little
      • Slightly reduce wind up time of shots
      • Reduce damage to compensate? Pending playtesting
    • Soul Harvester
      • Could use to have their health reduced a bit
    • Wraith
      • Have the momentum issue where damaging them mid-charge causes them to get stuck floating
    • Hade Sphere
      • That exploding enemy is a bit bullshit [Reworked to be less annoying --Blue Shadow]
      • Should have a better tell before exploding [It already does an animation before exploding --Blue Shadow]
      • Could honestly just be removed [Won't change --Blue Shadow]
    • Vulgar
      • They are under utilized because they're too weak [Reworked to be a little stronger --Blue Shadow]
      • Some type of shot leading when target is in close range could help [Projectile travels faster --Blue Shadow]
      • Increase movement speed a little
      • Perhaps swap them and Blood zombies as the starter enemy? Melee vs melee at the start seems more sensible -- [TCOTD2] Replace vulgars with zombies at the beginning of the map #239
    • Death Incarnate
      • They are very difficult to dodge because of their shotgun attack [Reworked --Blue Shadow]
      • Some kind of light rework to tone down intensity? Something to better match player move speed [Reworked --Blue Shadow]
    • Bosss/Unique
      • Beast
        • Might wanna look into fixing the werewolf man up [What's the problem with it? --Blue Shadow]
        • Maybe a blood moon only enemy?
      • Hell Hound
        • They seeemed fine
      • Apprentice
        • Invisibility was a bit much [Won't change, unless it's replaced or gets a behavior overhaul --Blue Shadow]
      • Large spider [Will be replaced by a different boss --Blue Shadow]
        • Spiders are too simple
        • Some kind of leap attack to force player to strafe?
        • Reduce number but make more challenging
      • Thamuz
        • Blood final boss is easily circle strafed
        • Issue: You die quickly if you don't circle strafe
        • Needs something to make it more engaging [Won't change --Blue Shadow]
        • Invuln frames? Needs to be more telegraphed on boss if so [Invulnerability's been replaced with resistance --Blue Shadow]
        • Note: This wasn't really verified so I could be wrong about that
  • Player
    • Feels a bit slippery when running over small ledges. This may or may not be possible to fix easily; very minor issue and can be ignored
  • Weapons
    • General
      • Very unbalanced pacing. Get 4 weapons within the first 15 mins and then nothing until the very end of the game
      • Pistol could be saved until city? [Won't change --Blue Shadow]
      • Would be nice if it were more evenly stretched out through campaign
      • Would be cool to get to use the napalm launcher on simpler enemies [Nothing to do here, as it's already possible --Blue Shadow]
        • Perhaps lower final boss health to compensate for less rockets? [Won't change --Blue Shadow]
      • Ammo could be a little too tight. Even when conserved for ranged enemies it feels like you have just barely enough
    • Pitchfork
      • Range slightly too long; makes dealing with melee enemies a non-issue
      • Perhaps slow down attack speed and increase damage to make it more timing focused
      • Better stun chance to make it more rewarding? Mainly for ranged enemies [Weapon can be thrown like a projectile to inflict damage --Blue Shadow]
    • Revolver
      • Have to hold fire button to properly cancel reload with attack [Doesn't apply anymore --Blue Shadow]
      • Should allow tapping it at any point during it [Doesn't apply anymore --Blue Shadow]
      • A bit too weak for how little ammo it has [Has a random chance to inflict 3x the normal amount of damage --Blue Shadow]
      • Reduce fire rate and increase damage to give a better focus on aiming? [Fire rate won't change --Blue Shadow]
      • Could reduce accuracy further to discourage sniping [Won't change --Blue Shadow]
    • Shotgun
      • Can't reload if only one shot was used
    • Tommy gun
      • Primary fire rate slightly too slow
      • Perhaps add bloom to encourage tap firing? [Hm? --Blue Shadow]
      • Doesn't need a secondary if primary is buffed
      • Make sure to also buff cultist if this is buffed to match
    • Lantern
      • It feels largely pointless outside of its setpiece moment [The lantern is more of a "key item" than it's a utility --Blue Shadow]
      • Maybe remove lantern oil? That way it feels like a general upgrade [Won't change --Blue Shadow]
      • A few more dark areas? Could help direct player better
  • Blood moon (siren)
    • Very underwhelming
    • All stealth enemies; needs much better variety
    • Include dark revenants and homing projectile imps
    • Especially pairs better with the dark area in the carnival thematically
    • Maybe some toxic imps?
    • Perhaps entirely unique enemies?
    • Needs to be survivable if you don't want the player to always hide
    • Perhaps give a unique reward not found elsewhere?
    • Make pendant active use to check time instead of randomly breaking
    • Makes it not entirely clear what it does

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