[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.2291826 [View]
File: 103 KB, 642x604, SgtShivers-SentinelComic.png [View same] [iqdb] [saucenao] [google]
2291826

I think it's time to prep DemonSteele for another release.
If some of you have some free time, I'd like to send over a test build to play with and see if it'd break in any new/interesting ways. There's a whole ton of new changes/features/tweaks that's happened since last build, and I'm only one person with one set of eyes.
If a few of you would be willing to play through a mapset and report your thoughts on things, please, I would sincerely appreciate it. If there are no breaking issues/major concerns, this'll be the release build.

https://www.dropbox.com/s/d5m1g5p5n51bgpc/te13-DemonSteele.pk3 - Download.
https://raw.githubusercontent.com/TerminusEst13/Folded1000Times/master/changelog.txt - Changelog.

A few things I'm concerned about and would really like to hear on:
- The rehauled balance of the Iron Maiden. Soul drain while out of combat is now much slower, but soul drain mid-combat is now much faster. Armor regeneration is faster, but the resistance is lower. The main punch has less AoE, but dash punch has more AoE. Ranking up gives more defense, but armor damage now reduces combo ranking.
- The gun specials compared to the sword specials. The idea behind current balance is that while the gun specials do more damage at low/no combo rankings, they don't escalate at all; ranking up affect only the sword specials, and it only takes a few before they start surpassing the gun specials.
- DemonSteele's difficulty is supposed to be an exaggerated version of Doom's--lower-tier enemies are laughable and can be mowed down en masse, while higher-tier enemies require an intricate dance between blade and gun. With all of the buffs/new stuff Hae-Lin's been getting, though, I thought it'd be suitable to give the lower-tier enemies a few buffs and tweaks. Likewise, the DevilDriver is definitely more intricate than the vanilla Cyberdemon, but I'm worried if it's going to be TOO difficult to handle in certain map encounters.

Well, either way. Let me know what you think, please.

Navigation
View posts[+24][+48][+96]