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>> No.6295079 [View]
File: 21 KB, 232x133, brownspidiespriteandnoitsnotapenis.png [View same] [iqdb] [saucenao] [google]
6295079

>>6294894
>>6294931
>>6295052


A part of why they are optional and toggleable within the main mod itself, also why the brown tier monsters will be optional too after the beta is over is that these tiers dont really fit into the usual power levels and vary a lot with each monster

I try eliminate much of the annoyance factors to make some enemies more fair nowdays, which is why I have been tweaking many bouncing on wall ones and hitscans lately.

Cyans are gonna get some tweaks down in the line before the next version release to get out the beta stage, since I am aware they tend to get bit too ridiculous (like the shotties literally climbing the ceiling even tho Ive tried to tweak them several times to not do that) and how the ice shrapnel specially does too much damage like the earlier versions of the abyssal driplets.
I want to keep em mobile, but that has been a challenge to get right. It's hard to find the balance between walking simulator and duck hunt.

Its one of my main goals to keep this mod feel challenging but also fair, its a hard job due of the nature of monster randomizers really being map dependent on their difficulty + the combinations that can occur, so feedback and point outs to awkwardness and OPness is always welcome to me since a lot of the times, things dont work as intended or might seem to work but then not.

So feel free to rip into the monsters that are most BS, I have my list I check twice on monsters under microscope .
(just note; boss wise I plan to remake the BEES and the white arachnotron down the line cause they just turned out way too annoying and I know many would immediately say these two)

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