datanony
Demon Girl Pro
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Re: Arena of Audacia (AoA) - Top-down ARPG [updated 01-04-2016]
Also I'd recommend sending the Brutes to the depths by luring them to the edges for the time being. Seems like their cooldown between spin attacks is bugged and prematurely cooling down. I only noticed it just recently
I think the other more pressing issue is the spawn number and speed. The later rounds could use longer and more spread out spawning, to keep just the right amount of challenge without overwhelming them. For this, I will look to increasing the spawn intervals.
The delay between normal and spin attacks for the Brute is longer so you can hit them between those gaps. Champions recover much faster and is scaled to maximum aggression, which I should probably scale down a bit so they let up occasionally.Brutes ... despite their aggressive behaviour I reckon the time between attacks was long enough to time offense and defense in a viable, non-frantic manner.
The Champions on the other hand, while relatively weak and trivial alone or with little support of other enemies, they tend to be relentless in their attack pattern leaving no room for counterattacks...
Also I'd recommend sending the Brutes to the depths by luring them to the edges for the time being. Seems like their cooldown between spin attacks is bugged and prematurely cooling down. I only noticed it just recently
My replies in bold~... ran into a few bugs:
-Using the refresh/cooldown skill while in fullscreen mode causes the game to go into windowed mode, display a message about your skills being refreshed and then go back to fullscreen...
Not intentional. I have it there for debugging. Will have it removed.
-If you get revived with that Last Chance-esque skill (survive a fatal hit), your stamina bar stays at 0 and doesn't rise until you attack or use a skill...
This too is unintentional. I will see to it and have it recover both HP and stamina.
EDIT: So I had this long write-up on the skills, but after switching to a controller and experimenting a bit more it seems my analysis was a bit off sooooooo yeah, move along, nothing to see here....
No no I'd say the analysis was spot on. Some of the skills you pointed out definitely require some buffs. I have made the following changes in the past few days, but you'll only see them in the next release:-
Double-edge
Will be unblockable. Charged version has extended range. Now only -1 HP per use.
Parry
Stun duration increased. (Still uncertain) Stunned enemies take +1 DMG. I feel like this skill is too effective, especially against melee bosses & Champions.
Charge or Rush
Cooldown decreased. Pressing 'attack' mid-charge will cancel the charge. Use it to throw off enemy's aim. Does not do damage.
I think the other more pressing issue is the spawn number and speed. The later rounds could use longer and more spread out spawning, to keep just the right amount of challenge without overwhelming them. For this, I will look to increasing the spawn intervals.
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