#Flyrish's Feedback

1 messages · Page 1 of 1 (latest)

loud lagoon
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I saw this game on an instagram post and immediately got into it because I LOVE westerns. With that said, I knew nothing about this game, the development of it, or any future plans that may already be announced. This is just my raw thoughts after 20 hours of really enjoying this game. Emphasis on enjoying the game because I want to note that the following is my thoughts on where I would go from here from what is already good, or what I would change on what I think is not good currently. It's a lot so that's my only compliment section for now.

  1. Weapons - at the current moment, it seems the two most viable weapons are the basic Quad Cylinder and Revolver. It does seem the Sniper has some use as well, but every other weapon in current state seems not worth it. Especially when you get Camper and Machine Gun Jokers. I think the way to fix this (and as well add to some difficulty dynamics in the game) is to think about how the environment can interact with them. Like say Far Far North area could be built around Sniper being more viable and have more "hunting" like elements....or you being hunted from a distance FFW_Dead . Or the Woodlands have more close encounters, making the shotgun a better choice. While obviously we want players to make a build they enjoy, I don't think it's bad to make use cases for each weapon. As far as Sidearms, yea the dual pistols are kinda fun - but Revolver is the only way to go in my opinion (and I could just be bad). Boomerang seems fun, but it needs a bit of a rework (things like maybe slightly curving it. Holding down for power like the darts to try and tailor how far it will go. The hitbox to hitting enemies needs to be bigger and smaller for hitting other objects). So with that said, I could see use cases for other type of weapons - like a Dynamite Launcher (like a grenade launcher). Because the dynamite feels a bit underwhelming right now picking up from a box and just throwing. A Dynamite Launcher could be great crowd control or making some distance. Another could be an oil sprayer...which like the acid could slow enemies down some, but you could combo it with a fire spell and light it up to create a temprary small wall of fire. With currently how mobs spawn, I think this would be a great tool to help create an environment to fight your style or set up fun traps. Also along the lines of oil spray, I thought of like a special pickaxe that you could hit the ground, a cracked line would go infront of you then oil will spray out the ground and work similar to geyser for acid. (It's not that I hate the spells, or acid...but western thematically I thought of so many cool things you could do with oil that acid kind of takes up.) I think a lasso where I can grapple one basic enemy type and throw it at another would be fun and for builds that don't require ammo management.
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  1. Enemies - Speaking of enemy types, we definitely have some unique ones I love - but some others could be added. I think right now the difficulty is just "Bigger mob? Bigger mob..." and while I get to that a bit later, I think it should be slightly more dynamic. I think specific enemy types can change how to react to situations. Like if a vulture swooped in and dropped a lit dynamite near you that you have to react to. A enemy with a lasso that grabs you like the snake but you can't run away as easy (but maybe break out of a little easier) maybe even a Spider that leaves a web around you run into does the same thing. A Scorpion that does slight poison damage over time. Even just for funsies a type of skeleton enemy that just loves gold and if he swipes you, makes you drop some gold that he runs away with and now you have to decide if you want to deal with him before he gets to you, or later, or accept you loss some gold. Heck since we have voodoo in the game, some mimic cacti that spring at you when you get close? Speaking of cacti and enemies - a Cryptic Saguaro Cactus Boss would be awesome! He throws needles at you, maybe calls in a mob of the more round cacti to rain in and bounce around that could hurt you on impact.

  2. Gamemodes - speaking of bosses because the name of the game is being a bounty hunter taking your contract, I think to help the replayability and add flavor to the game is some gamemodes that keep in theme. Think of like Halo Firefight where you take on waves, the waves get more difficult, and after some waves you get a boss battle. You could do it boss rush style where you go through multiple bosses, or you can have just one big boss at the end. I think some healthy competitive stats to go against your friends with would be fun. Obviously the stats now you can compare, but could actually give points to players based on types of kills or revives, etc and that would be fun for friends to compete and work together in. Could make like decent sized "bandit camps" in each destination theme to create different dynamics for the field of play for these "Showdowns"...maybe that's the gamemode name 😉

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  1. Objectives - but for our current gamemode, let's talk some objectives and what we can do. Namely like the graves. Instead of like 10 spots that are the same everytime - what about we have 20-30 different spots. BUT only a few are valid for the difficulty you choose AND of those valid ones, it's a random like 4 or 5 graves. We can have an achievement of finding EVERY grave so more replayability of needing all the right ones to spawn may happen - but then let's make them matter. What if you found all 4 graves in a run, maybe you should lose 20% health but have a free self rez which might be good for boss time. Or a type of enemy won't spawn in mobs anymore. Just something to make exploring around the map worth it after grinding it once. Maybe there are ways to find hints to find certain things on the map - we are to be bounty hunters. Maybe in higher difficulties we need to do Main Objective AND one of finding graves / collecting bells / breaking 10 soul spawn areas, etc.

  2. Leveling Up & Difficulty - let's just call it what it is. Currently Nightmare mode is just get good positioning with camper and lifesteal + drain. Don't get in the middle of a swarm, and it's almost no more difficult than Hard. I'm not the greatest shooter player in the world (highest was Diamond in Valorant and Overwatch) I don't think I should be able to waltz into Nightmare Mode and be fine off a few cheap tactics and jokers. Now I'm sure the leveling system and whatnot was tailored for a short playtest, but I don't think our answer should be MORE MOBS. Also, at trains for the end of levels, we should make enemies slowly progress to being near impossible to do anything. With the right jokers, you can sit there for near hours and just farm levels on spells and guns. It's just a bit cheap - a Showdown gamemode could better replace that 😉 I also think rezzing should cost souls as dying is pretty much nothing in a group.