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Which do you think would be the best approach?
One hit -> one damage 20%  20%  [ 1 ]
One hit -> short invulnerability time 80%  80%  [ 4 ]
Total votes : 5
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PostPosted: Mon Jul 11, 2016 3:49 pm 
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Joined: Thu Jun 23, 2016 9:08 am
Posts: 51
Hi!
There are a few topics that we are debating about internally and we would love to get your input on. The first one is how player damage is handled.

Current solution: one hit -> one damage, it's pretty straightforward.
  • Makes the game really hard: we want Bombslinger to be hard...but maybe it can feel unfair?

Alternative: After every hit the Bombslinger would be invincible for a short time (1s or 1.5s), allowing him to get out of trouble
  • Would make the game easier, but would allow players to take advantage of it a bit (count on the invulnerability to do reckless stuff)

EDIT: just for clarity, we ask this to get a sense of what the feeling is in this regard, but ultimately we might disagree with the general opinion :mrgreen:


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PostPosted: Mon Jul 11, 2016 5:38 pm 
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Joined: Fri Jun 24, 2016 9:55 pm
Posts: 21
Don't really have a preference...
The game is really hard, but it does feel unfair when you're blasted by a fireball which sets off a bomb and you lose 3-4 hearts this way.
Also, being stuck between a bomb and a NPC sucks, the NPC hits you, the bomb does, insta dead...
Love the game, love the difficulty, so not sure which is best :)


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PostPosted: Tue Jul 19, 2016 8:13 am 
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Joined: Tue Jun 28, 2016 10:54 am
Posts: 9
It's really frustrating to be blocked between a bomb and a goat; getting hit by the goat, then by the bomb, and finished by the goat!


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PostPosted: Wed Jul 20, 2016 10:08 am 
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Joined: Thu Jun 23, 2016 9:08 am
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We know it is!
We're just worried the invulnerability time will make the game too easy! But we'll try it most likely ;)


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