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Ideas and Suggestions For the Next Version of Berserk!

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sn0rb:
Thirding the idea of "Need me more knives~!", as well as having Dex decrease their firing time. Oh, yeah, and I likes Fingerzam's idea of a kill counter.

Some kind of Energy-consuming thrust attack might be good, too. (Charge forward three or so tiles and scatter enemies in your path!)

Also, why not include all three modes from the "Berserk! Advancement, levels and gameplay" thread (Campaign, Daycount, and The Massacre! modes)? Sure, it'll take... a lot longer, but I think it might be great for replay value. (As well as being an excellent end-of-work stress reliever!)

Bear in mind, these suggestions are coming from someone whose manga collection includes Golgo 13: The Thirteen Greatest Hits and the complete Magic Knight Rayearth, and the last anime he (accurately) remembers was Pretty Soldier Sailor Moon. I'm not even gonna comment about what's sitting in my PS2 right now (^_^;

Fingerzam:
Quoting: sn0rbSome kind of Energy-consuming thrust attack might be good, too. (Charge forward three or so tiles and scatter enemies in your path!)

Yeah, some more ways to use energy would be nice, like a charge attack and a single powerful blow. But willpower would need some nerfing in this case, since with 20 willpower energy regenerates so fast that you have infinite energy.

Selric:
more moves would be nice, one in particular I would like to see (he has this in the PS2 game) is an overhead chop which does damage in in both the target direction and directly behind the player  [ex:  #@# ] where the #'s are damage radius and perhaps some thrust attack that attacks two spaces in a single direction. Then again, perhaps the "chop" I suggested could double as both and attack two forwards and one backwards making it attack three spaces like the sweep.

But this second suggestion is seriously the most important one of all. Improved documentation would be very welcome in the next build. I did not know how the sweep worked until I came to this forum and read in a post it was three spaces. I also did not know that it used up energy and I didn't know how any of the other special commands worked either. Most people can probably figure it out after playing it once but it would still be nice to know how to use them before playing the game.

Kornel Kisielewicz:
This was a 7DRL version, so documentation was really low priority :). The next version will feature a full documentation system, like DoomRL does :)

sn0rb:
Well, so far, I think the general consensus in regards to improvements for Berserk!RL are (so far):

~ Improved documentation. (I can help on this, so I'm not a total blob of inert matter after all! Yayayay English degree!)
~ More throwing knives!
~ Additional Energy-using moves (I'll list some below.)
~ A body count. (Possibly dark red text in the lower left corner.)

As for the "additional moves," we already have the sprint and the three-square sweep attack. Moves suggested by others (as well as what I can ripof- err, permanently borrow- from the D&D PHB) could be:

~ Charge attack (run forward three squares, knocking enemies out of your path- great for quick escapes!)
~ Fingerzam's powerful blow (expend a lot of willpower to deal massive damage in the given direction)
~ Selric's overhand slash (attack the square in front of you and behind you)
~ Selric's thrust attack (attack two squares in the same direction)
~ Spin slash (attack all eight squares around you, at expense of a lot of willpower)

Also slightly less necessary but still helpful:

~ Pickups (Throwing knives, fairy dust, Triple Crossbow bolts, and Arm Cannon charges.). Just walk on 'em and they're yours.
~ Difficulty levels that buff/debuff enemies (Easy/Normal/Hard are too typical- something like Tough/Tougher/You've *Got* to Be Kidding. =p)

And last, but certainly kinda least:

~ Different gameplay modes (Campaign/Day Count/The Massacre!)

Whoo, these are the thoughts that make me want to learn programming and try to help Kornel out x_X

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