Welcome back brave testers!
For this short round of testing, we're focused on the next iteration of the mysterious spike event:
Specific Changes:
- Spike Storms are found in Slime levels (did they change color?).
- Anomalie's dialog is now updated.
- Spikes no longer accumulate in a "party" tally in the HUD. Instead, the first person to reach a spike "shatters" it into per-player material pickups. The resulting total of spikes per player should be the same as before.
- If you reach a spike in situ (vertical), you now can do the "pick up" action on it. Carry it overhead and throw it. When a thrown spike hits, it also "shatters" as above.
- Spike rates per level vary by Difficulty
Remember that all your progress here will be wiped. This server only exists for a brief test. If you run into issues with the Preview Server itself, please post here.
We look forward to hearing your thoughts on these changes. Go forth and test!
Tried a few slime-spiked floors, and had a few thoughts that may be worth considering:
1. Dead/dying enemies should not be able to pick-up spikes. This happened randomly to me in a slumbering cradle level, a dead chromalisk (during its dying animation where it whirls around) got bumped into a pile of 3 spikes left by a lichen, and since the game still considered the dying chromalisk spiked aswell (it had 4 or so spikes before dying) it was still able to pick up those 3 extra spikes left on the ground and shot all 3 of them as mortar attacks, destroying all of them. This probably shouldn't happen as it just punishes accidental bumps of dying enemies. I believe this should be possible to implement as dying enemies are treated differently by the game already (can't be damaged or status'd by vials for example).
2. The new system for vertical or "grounded" spikes as I'll call them needs an immediate change. I do like the idea of being able to 'spend' them to try and attack an enemy for large damage but the way its handled now, with the delay of the pick-up animation and the fact you have to do this for ALL grounded spikes (even if there are no enemies alive and you just want the material) is far too much of a detriment. My initial idea was that you should be able to attack/destroy grounded spikes to make them drop their material, but this makes the distinction between wanting to attack/pick-up a spike difficult to distinguish (if implemented with no other changes).
I did consider that turning the grounded spikes into mineral-like objects (still able to be picked up but could also take 3 hits to break instantly into their material drop) could work, but this would require them to be "pass-through" so they still take damage from weapons but DON'T block weapons like bomb blasts or projectiles from hitting enemies (as this then turns them into barriers for enemies and makes the whole problem even worse). I'm not sure if this is the best solution though, but it is difficult to balance a system that allows a quick attack/break interaction (for players who just want mats) and pick-up interaction for them to be used as projectiles all on the same single object.
As a further note on this, some layouts greatly hinder the potential for spikes to be used as intended projectiles/attacks (mainly rooms/layouts with disappearing block walls or gates that require an attack to get through). Perhaps bringing back the spike counter on the hotbar ONLY for vertical/grounded spikes could work, and adding a keybind to use those spikes as a throwable attack (like a vial); this would likely require a cooldown though, to prevent storing spikes to spam in arenas or against a boss. Any spikes not used up by the end of the level would be converted into their normal material and shared to all other players in the level (still maintaining the existing individual choice of a player to use the grounded spike they've stored as an attack to kill an enemy, or keep it so everyone can get the material at the end) - this would cause issue with disconnecting players though, as their own unique supply of stored spikes would need to be distributed to everyone before they leave, otherwise a player could grab all the grouned spikes and leave suddenly, making everyone else lose their spikes.
Overall I like the new idea for throwable spikes as an attack but the forced long interaction of picking them up and throwing them just to get the material must be reworked into a quicker option (if the player just wants the material).
Other than that, I'd still really like to see more unique 'buffs' for spikes, preferably enemy-specific ones that play on their existing behaviours/attack patterns, though this is more of a general suggestion instead of an issue.