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KingofCharge

7
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1
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A member registered Apr 23, 2023

Recent community posts

I think the increased max health (I often got hit before charges as well as after and I don't have a more effective solution for that) + one of the others would be a good place to start.

Also, add damage resistance of some sort because when trying to get that close to enemies you are basically guaranteed to take damage unless it's one of the first 2 waves and there's no good way I can think of to make that not happen at all

One thing I noticed was that when trying to attack a group of enemies I would usually take near-unavoidable damage shortly after the charge. Maybe implement longer post-dash i-frames, or make crusher attacks briefly stun enemies. Crusher would still likely be the hardest leader weapon, but that'd fix some of the worst issues (straight up buffing the damage isn't the solution as that'd make crusher allies overpowered, giving the leader the ability to not die when attacking is the answer)

Comet Force community · Created a new topic Class balance

Crusher seems way, way harder to win with as leader. Other classes can kite enemies while shooting behind them and easily avoid most damage, while crusher has to charge into a wall of bullets to deal any damage. I won my first 2 runs with cannoneer and shooter main units while never being in serious trouble but died very quickly with cannoneer main. This issue isn't a thing when getting them as allies, so the best course of action when getting crusher as leader is probably to immediately swap leaders which doesn't seem right.

That's basically the reverse of my usual strategy. Normally in standard runs I go for a few mons and evolve them as much as possible.

Yes. The area 1 boss with a similar attack will too.

Also, they guy they were probably talking to was doing standard mode, not infinite. So it's literally impossible to reach the levels they were talking about because the run is over by then.