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Bat Day

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  1. A cutscene that plays around the first time you enter overworld 6 in Story seems bugged. (might add more to this comment at later dates).
  2. Almost forgot to mention the screen cutting off early at some resolutions, making you guess what you need to see at some side edges. Don't know whether or not windowed mode effects this. Also, Hank's movement glitches into autopilot when taking the last lift at the partner splitting phase of Climb! You have to inch your way through it and wait until the script is satisfied while he moves into danger. Also, if you get stuck on cover you're trying to climb over and it holds you in place instead, you have to press the interact button to use it, then exit cover to regain movement controls. I haven't re-checked, but in a previous game version, not finishing off the last group of zombies before the last boss fight in Residential Sector-3 caused a combat lock soft-lock at the end of that fight. Another theory on enemies staying out of bounds in Climb! is that they could have moved into the physical bounds of other rooms, without those rooms being rendered by the proper transition into them (doors).
  3. Here's some bugs I found remaining, and old ones I didn't check now but forgot to mention before. -Sheriff Boss Cutscene: Either it happens if you skip the dialog too fast, or when you replay the level after beating it a first time. Instead of hiding behind the second set of sandbags, he remains in front and invulnerable, increasing the difficulty of the second set of charges you have to plant. -A12 (A Tec 12 shotgun, I think?) in Deep Storage: Before climbing the stairs, using the lift, and hitting the big room that serves as an arena, being near / picking up the shotgun in this locker locks your pickup controls and glitches other animations and things until you exit the room it's in or take the lift. I read someone else on the forums mention it's when you pick up some nearby ammo. -In the mine levels, it's especially apparent that falling once on some ledges causes you or your ally to continuously roll or maybe even slide back and fall into the pit / water they keep climbing out of. In a previous version of the game, I noticed it was especially apparent if you move too close to the bottom of the screen in a dark sewage room with platforms and abominations where you proceed through a door at the top. This one instance might have been fixed already though. -Thrown shurikens leaving a sound-loop after it hits, causing the room to fill up with spinning noises if enough are thrown. -A combat locked open area hanging platform room in the second mines level that requires you to jump down to the platforms of a previous room and finish off some abominations. Easy fix if found out by the player. -An alarm in Boom Factory failing to go off in the first large area with moving walls and exhaust vents (seems rare and doesn't impede progress). --Older stuff that might have been fixed by now-- -In Climb! I noticed some things that might have caused enemies to go into the sky, thus preventing the kill counter from going down, was their physics collisions with helicopters, and / or possibly an invisible ceiling. Moving away from the side those choppers spawned from seemed to increase chances of preventing that. Either the chopper physics needs / needed to not collide with them, or the invisible sky platform they land on, or the state of being far out of bounds or falling endlessly from too high up to land within the same hour would need to be kept in check to prevent any physics mishaps from causing much trouble (as physics and momentum related mishaps were liable to happen every now and then (especially on that part of that level)). -In Murder Room 1 (I think it's the one with the big fan), if struck the wrong way by a falling agent, the fan's physics would cause its rotation (the fan itself) to offset to angles that make being near the pit a bit more dangerous. -Tricky's hair despawning / derendering in Story Mode, or the player's hair despawning in some Arena maps (noticed in the lowering platforms with alarms Murder Room (3?) ). -Jeb getting stuck behind a staircase. (seems very rare). -The zombie dinner bells setting off that everyone probably knows of.
  4. Bat Day

    Tac-Bar & Grappling

    The previous system with Tac-Bar 'miniboss' like enemies who couldn't be meleed in a few hits like A.T.P. Soldats, and Merc Sergeants and Captains seemed good for the beginning of Story Mode (and maybe arena as well?), and special attacks and counters seemed to take them down a bit more quickly. Making multiple varied choices in a fight was more effective against them, made the individual fight more watchable and fun to play, and made those enemy-type characters stand out from the crowd as more skilled individuals (besides the glass cannon snipers, who still need tac-bars to be effective). An extra good measure for keeping someone from getting tired of them could be randomly scaling their tac-bars and maybe health bars and / or movement speed up or down, and maybe even vary their behaviors to make some aspects and traits more or less effective / aggressive, or even randomly add or remove abilities to each one (though it's extra work when implementing / testing). Even without doing any of this, you'd still get varied fights of varied lengths with the AI and different circumstances alone, since they sometimes move out of the way, maybe block, dodge, counter, etc. I prefer there to be someone in the way early game in Story Mode instead of just mowing / slashing every target down in a second and moving to the next room. If only there was a way to do this that satisfies everyone. Either I got too good, or as of this moment and with the latest updates, those nimble tac-bar enemies and bosses seem to all but one of them be a non-threat (one slippery boss with a lot of health, uses magic and doesn't get stun-locked is the exception). The rest are bullet sponges that just need you to fetch a gun or two for a quick win, sometimes a melee weapon if nothing else or you're saving ammo, but fights with these types are often predictable and get stale if there's too many at once. I used to have a reason to fear some guys walking towards me for some moments, divert my shots to others to replenish tac, hide behind walls and cover and hope my thrown weapons landed, or hope my melee and block timing was spot-on if either of us got close, or run away until their tac-bar drained. It was a push back and forth instead of just going through everyone and gave the AI some reasons to get noticed and feared. Imagine a classic arena shooter, but it also has sword fights. It feels like this game used to be that. Now that you slash everyone dead easy, it's not a fight. You could even make a second, weaker lookalike version of the Soldat for the end world of Story Mode probably easily, if you don't want to change that experience, but the beginning of the game still suffers from a lack of minibosses. A.T.P. Soldats and Merc Sergeants and Captains now don't put up more of a fight than recruits. At least you can't reach snipers with your melee, but they're the only exception. Without being given an incentive / deterrent to stop being reckless with tougher looking enemies, you could cheese the first Mag boss by stun-locking him by taking out his Corpus blocks before he has a chance to try landing a single attack. You didn't see any danger before, so why should you think there's any now? You've just been driven to focus completely on attacking without defending, timing a counter move, or holding back.
  5. I'd like to start this off by saying I'm a low budget gamer and tend to cherish the small things, and also hope people don't mind my sloppy writing too much considering how quickly I wrote this up. A few things I'll touch on here involve melee weapon tac-dodging and the current lack of sword fights or any long fight with enemies who possess tac-bars (since you can just slice 'em in one shot), as well as a lack of ability to control a full-auto / burst fire weapon like it has semi-auto, and the current system for snap and dive / flip dodges, and how I think the whole game was way cooler when all those things worked the way they did before. Also, being able to able to do a timed momentum-counter on tackling merczerkers was pretty cool, as it opened up yet another option for dealing with them if you were facing their direction, and took a bit less time than shooting them dead if you just dodged their attack when coming from behind. In other words, you didn't even have to aim if you knew how to fight these guys. Everyone may have differing opinions on how the game should play, and these are just ones I've strongly stood by for a long time. I also regret previously being so enthusiastic for just 'difficulty', without realizing that it could be something that appears in nerfs, restrictions, and removed ability that made early levels and the whole game fun instead of just being twists on challenges in later levels and new bosses that you can eventually adapt to (that naturally were added into the game). Learning how to beat a new thing is more fun than 'move exactly this way forever'. Couple of gameplay spoilers ahead. Procedural content: So I bet there's a lot you can do with missions and sets of objectives, level layout generation, and overworld generation, if any of that will be a thing. Maybe even sets of story beats, or even arcs could be generated, or messages and logs alluding to nearby weapons or enemy types could be a thing, and part of an effort to create a bit of procedural narrative. I wonder if there will be extra rare bosses that show up out of nowhere when you least or half expect it. Emphasis on rare because it makes you keep playing the game if you want to see it again, and it comes back with switched up patterns, slightly different vulnerable moments, different weapon combinations and an amped up fight overall to keep it from getting stale. I bet there's a gameplay shepard tone / infinite staircase loop of more intense / progressed seeming boss encounters you can make by recombining elements and boss room map layouts, and it being amazing despite a few people saying relying on an algorithm sounds lame. Maybe I'm going a bit far with the generated boss fights, but a generated level could definitely work that way, keep you addicted, and give you a story worth telling to take back home from it. Gameplay: Here's the part where I might try defending having easier difficulty settings. While new players won't find out what's been pared down, I feel like one of this game's selling points might have been the amount of control it gave you, which is intimidating but graceful once mastered in any game (Elite Dangerous, or the extra parkour, grapples and dual wield free-form combat in Prince of Persia:WW, etc). It might be worth playing with a few different tweaks to see how fun things are, and whether replaying old content or playing to see new content is more work or more fun, and seeing where you'd like there to be freedom instead of just working to find out what to do / how to do things in a rigid manner. Even the first quarter of the Sheriff's fight before figuring out what you have to do to instantly end it was way more fun before these changes, imo (the arena inside the building). A game being 'easy' doesn't mean it has to be less complex, less tense, or run out of walls that halt or road-bump your progress before you learn to overcome them. It may even make the game way more tense. Around the first time I saw Merczerkers spawn in a map and I acquired the timed counter move, I felt it may be intuitive to counter or grapple their tackle (which I can't currently rebind from my broken mouse wheel which I broke by spamming the grappled punch buttons too fast). He's a guy blindly charging in, and you have the one move that counters poorly timed enemy attacks. Now while it doesn't make too much sense to full-stop a charging guy with one hand and stay stationary, he was the easiest guy to to use that counter on, and it was the easiest way to take that guy out, which you needed to face his direction to do but it takes a split-second less time than just shooting him dead while he's on the ground after dodging him, and gives you a break from just slashing or dodging everything (dodges which you used to have two choices of at the start for either faster recovery or a moment of less vulnerability), and multiple best ways to take out one guy based on the direction you're facing or what you want to do. Having more control over full-auto weapons was slightly less my gripe before, but something I noticed someone else mention on the forum. It's another intuitive skill you might have learned before playing the game that you can rely on as an extra layer of defense while figuring out how to get through a level before it beats you (and go you for having an understanding of simple ammo conserving shooting tactics, an extra bit of knowledge you get rewarded for). The problem I now realize with the game letting you blaze through all that ammo with an always burst-fire if not holding the trigger shows that you don't have to be careful with your aim, fire and movements and can just laugh at the game by burning through all that ammo and picking up new guns, instead of the game just secretly being that way and scaring you by giving you more wiggle room to think your every move could be a mistake on first impression, especially when there aren't any roadblocks as you can now just melee down all tac-bar enemies in an instant. Instead of 'what do I do? Might as well try everything', you instead get to assess what gets cut / smashed and what's a bullet sponge to get shot a lot, and being unarmed clearly helps way less because now any melee weapon goes through tac-bars. Less of a mystery to scare you with when you can just see how everything works, and that a simpler skill / toolset works on it, and even the tac-bar showing you how much it will get drained with the purple part / residue showing how much damage was done to you / enemies and your seconds of invulnerability left. Maybe that last part is going a bit far, but it still contributed a lot of mystery and tension to climb over before the damaged segment was shown. I also think blocking either is or is almost completely useless now that it doesn't stop enemies from tac-dodging your melee weapon attacks (tac-dodges that looked cool) now that they get hit by those attacks regardless. Maybe blocking once could apply a temporary auto-hit and other buffs while a story-mode or high leveled player character always gets hit if not blocking, snap-dodging or WASD moving (or just not blocking or out of the way of slow attacks or all melee attacks or however it was before), or however you want to do it. Currently, enemies rarely block and they attack slower than your top-leveled guys, so there's barely anything for you to bypass or gain by blocking their attacks for counter-attacks or other rewards instead of just attacking first. The game doesn't have to be much easier, but having more control over what happens makes a world of difference and helps make it more of a power fantasy than a slog. For the snap-dodge timing, I forgot that the frequency at which it was used before the change might really have made it a genuine artificial difficulty problem (boy, do I feel rude before this edit. I thought that mechanics update was meant to satisfy some journalists. Shame on me). Maybe a different means of separating the dodges could be holding the heavy attack button + pressing the dodge button for a flip / dive, and the snap could be the default dodge move (or if possible, even have an assign a key / controller button to combine with the dodge button, or be the extra dodge move button sort of deal). I don't mind how either would be altered for balance, but just find it really neat to perform either at the start. I was also going on some weird tangent here about how much I love. WASD movement, but I just recently edited that out. N.Gin's boss fight in Crash Bandicoot 3 is arguably the best in the trilogy because of all the ways you can approach it by taking on any of his mech's many weak points any time you want.. https://www.youtube.com/watch?v=kncIep-gGyw The difficulty in it is more lack of intuition than timing, and having to figure out what to shoot and what to dodge. It's really a mixed bag of difficulty types, but your spoils of war after learning how to beat him is that it becomes a kind of easy but fun and long fight that occasionally catches you off-guard. (Some people might say Crash Bandicoot games are easy. It's mostly timing and direction, and 3 gives you powerups that extend the timing, and a bazooka). In my 'boring' mod for M:PN1 (some other people find it boring but I seriously play that sh a lot on the extra easy mode I recently added), I made the episode 1.5 final boss vulnerable to more attack types, but you have a chance to get slaughtered instantly when first entering most levels while not paying attention. Check out Videogame Dunkey's review on Mario 64 and his explanation on the amount of freedom you get from learning its movement system. https://www.youtube.com/watch?v=8MQO2STCbbY So yeah, I guess I'd say my favorite way to play a game is by having tons of freedom and flexibility and occasionally getting shot out of the sky, or having a tension build-up that suddenly make you work harder. The problem with having lots of control is that it takes a concentrated effort to learn how to master all of it, while the end result is having all the fun you could ever want afterwards and still occasionally (or often) have a challenge thrown your way. Ridiculous and over-the-top is this game's signature in action, story-telling and gameplay. Now I feel like it's less that for the gameplay, and more of a tight funnel than stops and resets you more often than 'holy sh, what do I do with all these controls!?', and the sweet reward of ease that comes from that after mapping it in your larger gray matter rather than always straining with your reflexes each time you play. You can never really train up your reflexes, never as much as you can train how to react differently to situations. It will always take effort and a means of anticipation to react quickly to unexpected things, but it can take little effort to react to one thing in different complex ways that you've learned over time when you have enough free space to. Fight-or-flight responses are formed to make you act unpredictably to avoid the strain of taking a situation head-on (unless you want to take it head-on), or that's how it seems to me. To give more possible evidence and emphasis on what I'm saying, take your first boss fight / encounter with Church and Jorge in the Merc area. Before, that thing used to be a whole fight, and even though Jorge's well-aimed sniper fire was slow, distractions like getting swarmed by mercs and Church would catch me off-guard to get hit or almost get hit by it, driving me into cover (not the cover mechanic, but these large walls where you could hide from him) where I'd eventually get swarmed more easily and driven back out of cover. From what I see, this fight was designed to make you use all your tools, moves and tactics, even grenades on clustered crowds while it moved you all around the map. But now that Jorge seems to aim faster and you only start with a snap-dodge you need to use before transitioning into the i-frame dive, it seems like there's no room for creativity and it's just a mental pain to deal with, making me instead fetch the two large gunners' mac-10s from the previous rooms and refilling them so I can use all the ammo to end the Church and Jorge boss fight the instant I walk into the room. It feels like a whole fun and intensely meaningful section of the game was just cut right out, and it's much less of a game now. Who else feels this way? I think when you've made your own game the one you want to play the most, you've hit a good mark. There's a lot you can also do with RNG to mix things up without instantly killing the player. Also, my final thoughts on the melee system is that I prefer the old version where you and other high lvl enemies could passively tac-dodge them but get hit by one or more counters after someone blocks, or something similar that works with the high level swarms of guys you face near end-game in story-mode. I loved getting in epic long, drawn out sword or gun fights with A.A.H.W. soldats or Merc sergeants and captains before. Now I just kill the fun by finishing them with one, two or six sword swings while stun-locking them before a fight begins. No sword fights allowed at the moment it seems, besides the short one with J. No 1v1 gun fights either since any melee weapon you bring is superior in every way and you can close the distance easy. Melee weapons were mostly ammo conservers, but now they do everything. Edit: I wrote a paragraph here about how I (probably wrongly) thought challenges in some later levels required the dodges to be conjoined for some reason in order to meet the challenge, and went on about making it so some things could still hit you mid-dodge, and / or having a smaller. window of time within that dodge that makes you invulnerable to more things (though it seems like a small enough window already), or the laser forcing you to keep snapping away, as it can hit your dive (or not, since trying to time the dive past it is also risky), or make some enemy types improve their aim and damage if you dive or flip too often, as it's a move that gets visibly predictable. The dive / flip doesn't have all the room for error, so it on its own could make things enough of a challenge already while having a separate way of activating it without all that Jazz I wrote in this paragraph. Maybe I just replay games too much. There are tons of neat, even cheap but hard to figure out tricks that entertainers, artists and developers can use to keep people hooked to one piece of work. The human brain usually keeps up to 10 items in working memory, so having 20 notably different things happen / have a chance to happen at a time could momentarily. surprise someone 50% of the time or more. There's probably also ways you can play with peoples' forgetfulness or have such a wholesome variety of things going on that it's hard to want to play anything else, but introducing something new to an existing product is the only surefire method I know of so far that you can use to hook people to it. I'm still wondering what could replace that constant need for innovation. Some people really like Dwarf Fortress and have been playing that for years.
  6. Maybe there's a small chance if I get more confident at actually writing story and making art assets for it. I also still don't know how coding the physical bounding boxes for rooms works. I've always wanted to make fan content for the Madness universe though.
  7. I just added a probably overdue even easier version (or less impossible) to that same Game Jolt link if anyone's still interested. I wonder if that makes it better or worse. File's the same name, so it's easy to keep old saved data by dragging it in the same folder as the last one and replacing it. There's some variables and checks for different throwing distances and chances that I put around the weapons stats list (at the top or bottom of the list), and around a check for Sanford's hook. I reduced one of those, and enemy aim for the other file I just put in. Maybe it's playable for more people now. 6 difficulty modes in total, just hope the lower 3 aren't too easy.
  8. I know this is really late, but I just really enjoyed the harder to time snap-dodges, since they were usually more useful than Iframe ones. The game's really late into development by now, and the new system makes them both easy to pull off and combined more often, but it would be cool to have an option that toggles the old usage back on. Plus, the freedom to flip around anywhere was cool. One can dream. I also liked pick up weapon with a free hand only, purely for the difficulty, as silly, backwards and less free as that sounds, but I don't think anyone else would. This is still one of the top best games I've ever seen / played.
  9. Bat Day

    bug My list [v1.11c]

    I know it's a little late, but I since I've been playing for awhile I figured my list might be of use. Gun reloads take longer when transitioning between moving and stationary animations due to the reload animation or parts of it resetting. (wasn't a huge personal problem since I always like more difficulty). The tram from overworld 2 (the industrial sector) only moves forth if you've just completed level 2-3. You have to save progress by moving to 3-1, then exiting or completing the level. Going back on the tram, and / or forward the next time you enter the industrial sector or reload your save results in you permanently being softlocked out of further progress for that save file unless you've unlocked an alternative way to get between the industrial sector and other places. There's a similar problem with the tram on level 5-2, making you have to play the rest of the level with just the other team-mate. In level 5-2, you can also get stuck in the glowing red walled arena portion of the level if you don't slay the all the guys behind it first. Other lesser problems just include you occasionally teleporting when disarming weapons (barely a problem), or getting stuck in the boiler in 3-1, or in a wall in the beginning of the queue room in 4-2, a sleepwalker staying inside his container in 4-3, or sinking past an unclimbable part of geometry at the back of the first puzzle locked platform in 5-3. These are some of the rare minor things that sometimes requires a level restart. I also had to plug a walking headless guy in a server room with a second shot, and managed to kill a plot specific big guy with an elevator in a way that halted level progress, but these are both very rare and more funny than problematic. -P.S. Hank automatically throws both weapons when throwing something while holding a large assault rifle, and a sword & / or anything else in the other hand. Might only trigger when the AR is thrown. Also, this is not a bug, but I still really miss the quicker timed press snap-dodges. They were harder to pull off and made a level more intense since I usually felt I needed them more than the Iframe dodges.
  10. Just gotta learn enough of it to beat the dice-rolls. Easy doesn't add ammo or take anything away from the expereince, you just replenish 4x more health than Normal and 8x more than Hard, but it's still random when you do. I guess I also tried setting things up like a spectacle fighter, and I don't know if anyone besides me has adapted to all the mechanics. Running out of ammo can even slow enemy aim. Just like PN2, harder modes usually means rushing the map faster by using more skill. I also forgot to mention that if you enter a door at the same time Sanford throws his hook, the game crashes, so you have to wait for his animation to finish first. Might be frustrating to have to remember if you're rushing through the map unfortunately (I don't know how to fix).
  11. Aspiring / budding game dev here. This is mostly a hard-as-nails (there's a really easy mode too), stylish gameplay mod that I made by editing the script and adding features over the years. This update has some minor changes from the very last (easier easy mode, harder hard mode), which I just kept linking on my Newgrounds news posts. (slight spoilers ahead) Download: https://gamejolt.com/games/madnessnexusmodinfamy/385430 More chaos, and more replayability. More moves and timed counters. More things to dodge, and more reasons and ways to dodge them! Everyone moves faster and headshots matter a bit more (they heal you). I wanted to balance the usage of more moves (unarmed, melee and dodges), randomize enemy abilities, weapons and encounters (some will throw weapons or grapple you, and a Soldat or something scarier can spawn where they aren't supposed to be) and spice things up as much as I can. All mid-level soldiers and characters can occasionally perform low to high level dodges, melee and unarmed attacks (some iframes for some melee). Enemies can aim from afar and even from off-screen (starting at level 3 in story mode), making you weigh whether to dodge or shoot first (it's slightly random, but fine tuned to your reaction time with the rest of game flow, as well as selected difficulty). You can disarm guns with timed unarmed attacks, and swords with timed blocks (the latter is really useful, as subsequent counter-attacks will heal you and pass through enemy blocking and tac-bars). You now have sweet-spots, and usually need to hit tac-bar enemies past your reticle / max accurate range (stay away from mid- range enemy shots for this reason) for the fastest kill. Yeah, I took a few mechanics from PN2, put a spin on some, and made a couple of my own. Sweet-spots and unarmed attacks that can pass through tac-bars (50/50) are in. I tried making grazes, but your health-bar just chips away per tac-dodge until it reaches your last chunk (so heal it back). Nobody keeps track of their mag's load - your ammo bar can dip randomly to encourage attentiveness, conservation, and more close-quarters fights. Your melee and unarmed are more affected by strength (random per hit). Easy is normal, normal is hard, and hard is extra hard. Easier modes just give you more chances and are sometimes just as hard as harder modes. Everything has RNG involved (chance). Pay close attention to everything in a fight and find worst scenario tactics and strategies. You'll find yourself paying attention to the little things, and your heartrate maybe going up as your reflexes adapt to all of them. The skill ceiling's intended to be set really high. Arena mode is now kind of 'endless'. You'll eventually reset levels and some stats, but keep gaining skill points so you can keep playing with them, and that's it. It just keeps you from being too OP. Story mode now has a few branching paths and options (spoils a bit more than the original game). Doors and sometimes entire map layouts are randomized (keeps you guessing which paths to take). Balancing hard-hitting guns with melee combat is one of the toughest things to do. P.S. Entering a door at the same time Sanford throws his hook crashes the game, so wait for the animation to finish first. Also, don't hesitate to play it on Easy. Have fun!