#Nathan's Feedback

3 messages · Page 1 of 1 (latest)

pine trench
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Shotguns
Initially shotguns felt kinda fiddly due to the spread which is forgivable, until I played with them for about 10 minutes, went into hard difficulty and I realised, the range doesn't exist.
The bullets are pellets, I'm already missing 2/3rd of my damage trying to shoot anything outside melee range.
Why when I'm trying to shoot birds are my bullets vanishing?

I don't know why game devs do this to shotguns in every game.
Damage falloff so that buckshot feels like a light tickle
Enemy armour so tough that buckshot can't penetrate
Spread so wide only 1 pellet hits
Anyway, after one game of suffering through that I just went back to the quad.

It's so not worth the time to invest in shotguns for an average 9-18 dmg a shot (at optimal range) when I have the 16 dmg a shot, rapidfire, infinite range, triple ammo capacity, laser pointer accuracy, triple magazine capacity (it's a magazine, not a clip btw), quad cylinder.

I can't even shoot the can pyramids at the shooting gallery in the lobby without leaping over the barrier for god sake.

Quad Cylinder
Very fun, very good feeling, as mentioned prior, maybe too good, I may not end up using anything else.

Spells
Fire and acid synergy very fun.
Shock and Voodoo? Not feeling it so much.
Strikes is great, love using that with geyser.
But Boing and Portal feel terrible to use.
Taking boing meaning losing access to any other spell, it's easily the worst spell out of any utility spell, and the jump isn't even that high, it was about the height of 2 normal jumps most times, also the cast time animation throws you off when trying to use for its intended purpose, meaning you don't actually escape anything, you just take a hit and then jump.

Portal, I like the thinking that the portal explodes leaving a shock zone, however I never managed to use it in a practical scenario to combo with other spells, also when trying to preplace a portal at a boss and at the train, the train portal got deleted upon killing the boss. =(

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Final word on shotguns, because I want to play a game where shotguns feel fun and it's not that I'm gimping myself to enjoy my boomstick.

The ammo reload gimmick and slow rate of fire is enough to make shotguns feel like they have a downside without anything else you've added on top.
Tighten up the spread a notch, give it "infinite range" like the quad and probably all the other guns, call it a day.
Essentially, if I can't shoot the can off the far pillar in the cave/shoot the target above the cave in the target range with a shotgun, it's not ready to be used.
I can't even shoot the flying cannon skeleton squads but I can crossmap snipe them with the quad.
I've not got to playing with it yet, but I really worry where the sniper has a place in the game with the quad just being able to outperform in all these roles.

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That aside.

Joker cards are really fun, if anything I want to see more cards, more gamba, get some more risk of rain style roguelite build variety going.

Combining things like glass cannon and joker dealer to set yourself up to scale up hard on health with an early game dmg amp is fun, if anything I'd like to see a fuller spell category to amp up spells beyond just having spell cooldown cards in the hero class.
It can be kinda lame to pull off a cool spell combo, and then see skeletons walking through it like your efforts meant nothing, thinking more spell cards could play into the feeling good when you do a combo spell.