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Overlord
I do not know how to do this?
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Reupload Police
Primeiro, clique no link fornecido por Lorenz. Role para baixo até a seção de comentários e poste um comentário com as seguintes informações: Declare que você está solicitando uma "Update". Escreva o nome completo do jogo. Inclua um link para onde o jogo pode ser comprado (geralmente Steam).
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Overlord
tem que atualizar para: 0.69.0.5
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Balthor
I'm glad I could be of assistance. On the throwing arc, you could bind it to a passive item (called something clever like "Relic of Assistance" hehe), given to the starter basic kits for inexperienced players, like the default sword-and-shield kit, but replaced with something harder to use in more experienced kits. If an experienced player still wants to have that aiming arc, he'll have to buy the item at a shop or find it, while novel players will have an easier time experimenting with throwable items and change it for something more useful to their playstyle later on.
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Balthor
Ohh, I see, then all those elements combined led me to believe there was damage on contact for all enemies.
I don't think I ever managed to hit the bosses' head with the sword though, the layout, jump height and limited range of the weapon makes it hard to do so and I never realized it was a better option in the first place.
Either way, I do think the game has a good base and ideas, and lots of potential, so congratulations on that! I'd advise focusing on polishing some of the mechanics a bit, making the game "friendlier" to the player so the difficulty doesn't feel as if it comes from the mechanics working against you, but the actual challenges the game presents. Things like having a small invulnerability window to prevent quickly stacking damage (when for example several different enemies hit the player almost at the same time) make it feel a lot more fair towards the player, giving the different choices of equipment more immediate usefulness that doesn't require any meta-knowledge or specific training will make branching out early on more engaging, while retaining the potential of the equipment in experienced hands. The shield is a good example of this done right, where a big part of its true potential lies in using it to reflect, but it's still quite useful early on by being a basic shield. Other items and abilities can be expanded to act as such, making them more attractive early on without sacrificing the potential they have when you acquire the knowledge and skillset to use them to their full extent. Small, quality of life additions that also help immensely in making the game engaging, intuitive and fun from the start are important. Adding a trajectory display to throwable items will make it much easier for inexperienced players to make use of the possibilities that throwing vases, lamps, chests and rocks offer, without putting them in situations where they commit mistakes that then condition them to stop experimenting. For example, picking up a rock and trying to toss it onto an incoming enemy, only for it to fall right in front of the player, leaving him open to the enemies attack. A lot of those things seem to "reduce" in a way the difficulty of the game, but it's something easy to work around, that in turn makes players more interested in the game by not making them feel as if it's working against them. If, for example, you're afraid of players abusing the throwing arc display to kill enemies from afar, give the enemies shields they can use to block thrown objects they see coming, but leave them open to surprise attacks from behind where players can still utilize those thrown objects to their advantage.
Sorry for the lecture, I just thought you may find useful information that could help you improve the game and its sales. Many indie games nowadays fail to realize some of these things, and the small amounts of players they have end up losing their interest despite there being great ideas and mechanics implemented in those games. As an example, look at Dead Cells, and how it adjusts its mechanics to make life easier for the player; giving a lot of info to the player, DPS numbers on items and weapons plus detailed descriptions of the different effects, telegraphing attacks, traps, etc., and overall reducing the necessity to meta-game and use wikis, external sources of info or tutorials, excessive trial and error, while still presenting a great, more "natural" challenge centered around enemies, reactions, tactical choices, experimentation with items and skills, etc.
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Colin Gilbert
thnks
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Balthor
That's what I was referring to with "gimmicky", the only way to damage the first boss was to make the stalactites fall into him, as directly damaging him did laughable damage for the huge risk it was.
I swear that both the boss and several enemies, including skeletons, bats and slimes, have done damage to me on contact, unless dashing and jumping around counts as an "attack" which would still be ridiculous.
The "thanks for the feedback" makes me think you're involved with the development of the game, is that so?
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Balthor
Not terrible, but not great either. I'd pass on this one until it gets updated a lot more. Enemies that damage you on collision are annoying considering how this game works, and how jumping on them is a mechanic. Bosses are interesting but over-reliant on their "gimmick" to beat them, which makes them a bit trivial once you master it.
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Colin Gilbert
Problem with the fullscreen but thanks