Update to v0.1.2: What?! Takodachi is evolving!


I am curious, what do people actually want from these devlogs?  I generally aim for a summary of what I've been doing, and how hard or easy it was, but I'm open to suggestions and feedback on anything.  Would explaining why I wanted to add X feature be more interesting?  Would a more in-depth explanation of a feature or two be fun?  Should I post pictures of my cats?  I don't know, feedback's nice.

This update I went ahead and made the Takodachi more unique with their own abilities, meaning I spent about 5 times as much time rebalancing as I expected and had no time to work on the new map.  I now have so many values to tweak that feed off eachother that only playtesting can tell me anything and this is more art than science.  I can change how many enemies spawn at what difficulty, and then how much those numbers increase each wave, as well as the reward for defeating enemies, how much health they have, how fast they are, and now the the unique upgrades.

The obvious example of one factor effecting the difficulty in unforeseen ways, in the ocean level decreasing the number of Amedachi that appear actually makes the game harder from less money.  But everything else also has cascading effects such Kiara's revival time can clump enemies together helping to overwhelm, or it can seperate them out entirely based on if it's a short respawn or a long one and that length is further based on the their movement speed.  Speeding Calli up to match the rest makes them much, MUCH harder.

Tl;dr: balance hard when you have many numbers to tweak.

Fun fact:  adding the new abilities was by far the easiest part of the week.  I actually finished the new abilities in a day.



Changelog:

V0.1.2: The Takos are evolving!

Additions:

Unique Takos: The takos now each have unique abilities.  Guradach charge on taking damage, Kiaradachi revive on death, Amedachi are still immune to time effects, Callidachi protect their allies from death, and Inadachi heal their allies.

Particle rework:

SmolKiara's fireballs look much nicer, and actually explode giving you a better idea of what it hits.  (Kakky's visual effects are awesome.  At some point I should add a full in-game credits area.)


Fixes:

Tweaked the island level water level; why it took me so long?  Good question.


Tweaks:

Total re-balance of all takos, levels, etc.  Unique abilities change the balance a lot.

Some highlights include weakening Kiara, speeding up Calli and Ina, and boosting the reward for defeating Guradachi, (why were they only worth 1...?) 

Changed the ocean level route, Guradachi and Kiaradachi together is rough, especially in the shortest area.  What idiot made that decision?  Now the volcano near the ship merges weith the Ameachi.

Edited the Holodex, including the new details on the Takos and adding some tips to the controls page.



Next week I'm definitely making the third map I've been putting off for 2 weeks, and promise I will not get too distracted by Xenoblade to finish it before the week ends- oh, hey, mercenaries are back!

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