I know that you take as example tons of game that have permadeath and that are roguelike games. But for me, your game is not that kind of game.
Your game is about explosions, the main character almost never hits enemies directly. it's a game where you needs trial and error to be able to play with chain reactions. Actually, when your game the most satisfying,it's when you manage to fry 5 enemies at the time.
To prove that, it's that whenever you're communicating about Bombslinger, you're showing this kind of stuffs (explosions and chain reactions)
But in Bombslinger, you're not encouraging the user when he does a chain reaction, even worse, you're penalizing him when he plays too much with fire.
Every time you try to do something crazy you pay-it immediately and then die and start with no upgrade. It drives the user to never try to chain, and force him to never take any risk. So instead of having a dynamic game where you get crazy and put bomb everywhere to chain and maximize all the bombs, you end up by putting just a bomb on a corner, run to hide and wait, it's the opposite of a dynamic gameplay.
For now the game is too hard, and you don't have the satisfying part of the chaining. I think, I you find a rewarding way when you chain something, it will make the game maybe a bit more easy, But then you could also increase the number of rooms.
Let me propose something: - When you hit non-human enemies, you get food. - bomb starts with 2-3 lines of explosions instead of 1. And you don't gain any bomb upgrade. - When you chain more than one enemy/barrels/bomb, your bombs get more powerful for a limited time, the more you chain, the more it get powerful. - first levels are filled with barrels, so it encourage you to chain. - as the game gets easy, you can increase the number of rooms, to have more exploration. - before starting a boss, you can have a room filled with non-human enemies, so you can get food.
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