But I've noticed the behaviour on a few, I think including the purple LOS guy.
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clangmuir
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Oh, I get it. There's just a bunch of foliage that I don't expect should stop the cannon shot and does.
You could either make the foliage's hitbox less punitive for projectiles.
Also, I would consider a "cannon shot hit something and dissipates" animation, because it just disappearing looks wrong/confusing.
That feels like adding an unnecessary step, though.
If you make it so that you can only pick one seed, and if you pick up the other, the first returns to its spot, you succeed in capturing all the functionality you want, but with one less layer of abstraction.
Especially since the videos of "how does this work" appear over top of the seed. Going near the need you want to test to see what it does, but not touching it, feels super unintuitive.
Daily challenges are the best, the make me super happy.
Challenge rooms being in the levels and not the camp makes so much more sense intuitively, and feel like a great addition to the levels, instead of being some strange thing you avoid in the camps.
The new art and sound are bloody great.
I don't think the game is a lot harder, but I do think it is marginally harder.
Oh, goodness, I really don't think that's how it should work.
I think that seed selection in the seed rooms should only be set once you leave the room.
1. Enter a seed room
2. Pick a seed
3. Enter test room
4. Try out seed
5. Leave test room
6. Grab other seed, first seed grabbed returns to its pedestal.
7. Repeat until you leave. When you leave, that's the seed you picked, the other seed disappears if you return to the room.
That makes it all way more discoverable without having to explain how it works. If you enter the room and just try and grab both seeds, it's self evident you can't (because one seed returns when you grab the 2nd) and the "pick and seed and then test it out" is super intuitive.
I've written a bunch about that here https://itch.io/t/53061/strats
I may not be complete, I might revisit that post and write more.
I think picking more than 1 standard seed would wreck a lot of what makes the game great. I was suggesting just being able to pick one non-standard starting seed. That way combinations of seeds are still a matter of chance, but it means you don't get something that's completely useless for farming in the first biome.
Also, means players have a safe space to experiment with how seeds work (if you die in the first biome trying out a seed, you aren't risking anything).