

It's been a while since I played Ziggurat but I did go watch some let's play's to refresh my memory.essentially the weapons felt functionally very similar and the projectiles didn't have much in terms of particle effects and/or impactful sound effects. We want Ziggurat 2 to be as good as it can be, so thanks for all the suggestions!ġ) I think just in general the look and feel of weapons and their effects. We wanted to focus on getting the core gameplay loop right and then pumping out content (ike we did in all our previous games). So the ones you suggest could be implemented as a skill for a character.Ĥ) Hopefully well get to those during the Early Access period. I'll check Hades, though, I'm interested in how they manage certain rogue-likish things.ģ) Each wizard has a special skill on a cooldown that has an effect similar to what you say, like a 'force push' ability. In our case is a bit harder to balance everything with so many weapons. Originally posted by Soy1Bonus:1) Any game you would like to point out as reference? We're doing our best to improve the impact of all weapons, but without guns or melee weapons is not easy to convey impact.Ģ) Hades only has 6 weapons (similar to Isaac, in which characters only have one starting attack pattern) so they have to make it up with tons of wacky modifiers. The concept is great but some of the core game mechanics needed more depth and complexity. These types of games by nature are repetitive so anything that improves building a unique character/playstyle/skills/etc is key, at least for my enjoyment.Īnyways that's the main stuff IMO, I enjoyed the first game and hope the 2nd takes the formula to the next level. Ziggurat wasn't bad in this department but I felt most of the arenas were all a bit too similar in their feel/theme.ĥ). There should be also really cool combinations of level effects, items, weapons/spells.basically look at binding of isaac or hades.ģ) Maybe add armor/robes.or other permanent items that grant power and/or grant awesome abilities like floating, teleportation, etc.Ĥ) Cooler arenas with distinct area visuals. There should be really cool modifiers that not only make you more powerful, but effect the way you play and approach killing stuff. Other than health/mana/regen and a small handful of useful cards I really never felt leveling up was that interesting. The first game's weapons were okay but a lot of them lacked any oomph, impressive visuals, and there was a lack of variety.Ģ) Leveling needs to be more impactful. That said while it was a pretty fun game I think there's a lot of mechanics that need updating given the quality of other similar games out currently.ġ) Spells/staves/etc need to look and feel more impressive, and there needs to be more choices. I hope this helps.Nice to see a new Ziggurat game and enjoyed the first one. Fire bomb or spike bombs are great.Ħ) The rest is standard FPS affair. This means running toward enemies at times to grab items.ĥ) When possible, try to keep an AoE item for when things get crowded. Also, it takes quite a few shots from your wand to break the wall.Ĥ) If it's not too risky, try to collect the drops as quickly as possible, they don't stick around long. Also doors seem to be evenly spaced and all secret rooms I found were where a door would be. If there is no space for a room, there is no room. The extra XP will be very helpful later in the game.ģ) Try to find the secret room on each floor. When you finish the last one this will pop.Ģ) Always complete every room on a floor.
