#Ancient Sewers Changes

45 messages · Page 1 of 1 (latest)

drowsy kite
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Layout

  • Remove the "platforming" segments that have you roll through crevices mindlessly and add the crevices back to the actual layouts - for example, in a straight hallway with enemies you could put a crevice in the ceiling to roll through but also make it aggro kamikazes
  • Reduce hallway length
  • Add more poison pools and maybe even poison waterfalls you can roll through to combat and platforming segments to emphasize the theme
    • If you do implement poison waterfalls, add a segment that forces you to roll through one as a teaching element (it wouldnt hurt you)
  • Make sure Impalers either cannot attack you during platforming segments from offscreen OR will attack you, but are placed in the player's view so that it feels intentional and turns into a fun challenge

Enemies

  • Tentacle: Give it clearer visual cues on both of its attacks, give it an audio cue for the charge attack, give the charge attack an actual windup and make their sprite different somehow while they're charging. Also make it appear from ceilings as well as floors for extra scare
  • Impalers: Make the height of the spikes more clear from the visual cue and make accessibility outlines outline the telegraph. Also make them hang from ceilings for silly and surprise factor
  • Reduce Failed Experiment density and increase the amount of Tentacles and Shieldbearers slightly - the biome mostly feels like Failed Experiment spam while minor inconveniences support them, which isn't a cool or fun identity
  • Add another enemy type, a lot of options could work but I think Swarm Zombies or Lacerators would fit the best and make it more distinct from Toxic Sewers

Poison (can also apply to Toxic Sewers)

  • Buff the damage greatly and make it scale with depth and BC level
  • Inflicts more stacks the longer you stand in it
  • Ancient Sewers poison could inflict more stacks and slow the player briefly
  • Also harms some enemies

Rewards

  • Reduce Scroll Fragment count to 4
  • Add an exit to the Nest (Mama Tick)
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explanation because of char limit:
this biome is really forgettable and that's because its actual identity on 4/5BC is just failed experiment spam supported by annoying unclear enemies. the two real gimmicks it has (crevices and poison) are worthless and to top it all off, it has some terrible hallways and only one exit. for some reason it has the highest fragment count and shop count + quality too.

bleak folio
drowsy kite
bleak folio
drowsy kite
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it wouldnt hurt you

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thats the point

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i shouldve made that clear

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mb

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wait

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shit

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i put the wrong tag on it

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are you serious

ionic patio
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or maybe enemies works with the bestiary stuff

drowsy kite
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but

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still

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😭

ionic patio
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anyways
yeah, i think the level design atm really does kill momentum, which is the primary reason i don’t like the biome in the first place
cutting the frag count so there’s less pressure to route there, and adding another exit to have another reason to go are both good changes as well

drowsy kite
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the biome is a sewer but the poison doesnt do anything and the crevices are a waste of time

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that was my main problem

nocturne silo
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I'm loving this suggestion series, keep it up

drowsy kite
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theres like

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graveyard

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but i dont even know where to start

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because i cant pinpoint the problem its just ass

nocturne silo
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Lol

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I have faith that you'll come up with fixes for it too though

drowsy kite
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i need to invent gimmicks

nocturne silo
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Also has anyone here played megaman 2? Because the poison waterfall thing brings up some trauma

drowsy kite
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i have

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that game sucks balls

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i kinda liked this last section

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of the game

nocturne silo
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Lol it's my favorite megaman

drowsy kite
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i didnt have too much nostalgia for it so i didnt like it that much

tall carbon
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not reading all that but fuck ancient sewers fr

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upvote

drowsy kite
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i think

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maybe