Reality Flux Alpha Update

We got a ton of great feedback from the alpha session, and were able to iterate on a good amount of them.

 

People complained that homing fireballs were too easy to avoid, but still did too much damage. We fixed this by upgrading their speed and decreasing their turning radius, but lowering their damage significantly. What we’re aiming for with this is keeping the fireball as a spammy spell but not turning every game into two players using the same spell at eachother.

Railgun: Too hard to hit

Our initial idea with the railgun was to have a hard to aim spell that rewarded significant damage. The problem is, the spell is nigh-instant travel speed but is still frustrating to aim when the character model for the enemy is in about a 1/32th space on your screen. We’re considering increasing the size of the character models or moving it to a simple hitscan detector instead of a colliding projectile.

 

Someone brought up the idea of a minimap to track enemy location and projectiles, which we’re working on.

 

Some useful feedback that we were surprised to get was that the health and mana bars were not initially noticed on game start, since they blended in a little with the character’s hands. We made them a little bigger and moved them to the top of the screen to compensate for that.

 

Finally, our game arena is too big. The spells have too small an effect and it just feels like you’re alone in the wasteland until spells hit you at random from behind an outcropping. Someone suggested invisible walls but we’re trying to avoid direct invisible impedance.

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