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Bat Day

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Bat Day last won the day on April 2

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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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).
  6. 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!
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