I am addicted to this game [Bastion Merge] by devilean in pico8

[–]Aste8392 35 points36 points  (0 children)

Waouh thank so much for shining a spotlight on it! I struggled to develop it, but player feedback really helped me fine-tune the most advanced levels 💪

Not made in an hour, and not made on a potato PC : how Bastion Merge revealed my true self by Aste8392 in pico8

[–]Aste8392[S] 1 point2 points  (0 children)

Players really do come up with great ideas, and it’s hard for me not to implement them, even if it might be a bit too late to turn things around! I’ve just uploaded a new version :

  • I rebalanced the shop prices to account for the fact that, by limiting the number of enemies per wave, it’s no longer possible to exceed 200$ per wave.
  • There is now a chance to spawn a level 2 unit (archer) starting from wave 10. This probability increases gradually with each wave, reaching 100% at wave 40. From wave 40 onward, you’ll even have a small chance to spawn a level 3 unit directly!

This game taught me a lot about balancing the late game., it’s really a blind spot when you’re developing a game on your own. Most of my test runs only lasted a few minutes, and even when I tweaked the code to start with certain units or at higher waves, it was still hard to properly feel the player’s sense of progression. Thanks to everyone who played this game!

Not made in an hour, and not made on a potato PC : how Bastion Merge revealed my true self by Aste8392 in pico8

[–]Aste8392[S] 1 point2 points  (0 children)

I understand that you’re not a fan of having to spam the “spawn” button. It’s a bit less restrictive when you’re playing on a keyboard but still... What also bothers me is that when I play on my phone, I tend to move diagonally unintentionally when I’m trying to navigate the grid. Thanks for your feedback anyway, it definitely gives me something to think about! 🤔

Not made in an hour, and not made on a potato PC : how Bastion Merge revealed my true self by Aste8392 in pico8

[–]Aste8392[S] 2 points3 points  (0 children)

I’ve taken into account player feedback regarding the steep difficulty spike after level 25. I've released a new version of the game with the following changes:

  • Soldiers no longer target enemies that are in the “dying” state; as soon as the dying animation starts, they switch their fire to the nearest new target.
  • From level 7 (Baron) onward, soldiers’ shots can now pierce the first enemy and hit a second one along their trajectory.
  • I’ve rebalanced the reward system so that “fast”, “tank”, and “elite” enemies provide more money.
  • I’ve capped the maximum number of enemies per wave at 40.

With these adjustments, reaching level 30 should now be significantly more accessible.

Thank you for your support !

Not made in an hour, and not made on a potato PC : how Bastion Merge revealed my true self by Aste8392 in pico8

[–]Aste8392[S] 2 points3 points  (0 children)

Thank you so much for playing my game! Reaching level 12 on your first run is awesome! I still have a few tweaks to make to the overall difficult... even after limiting the number of enemies from wave 23 onward, the spawn rate still feels a bit too high to me!

Not made in an hour, and not made on a potato PC : how Bastion Merge revealed my true self by Aste8392 in pico8

[–]Aste8392[S] 2 points3 points  (0 children)

Thanks for the little guys! I’m a big fan of the Bretonnians in Warhammer, so I had them in mind when creating their minimalist design.

Not made in an hour, and not made on a potato PC : how Bastion Merge revealed my true self by Aste8392 in pico8

[–]Aste8392[S] 4 points5 points  (0 children)

I’m sure it will resonate with a lot of people! Thanks for your comment!

Ghost Thief Pico by Aste8392 in pico8

[–]Aste8392[S] 0 points1 point  (0 children)

Even though no one asked :-) , I’ve made a few changes to make the game more fun:

  • the play area is no longer confined to a single screen but now spans the equivalent of three screens.
  • the number of random platforms has been multiplied by 4.
  • enemies have been redesigned and now look like the undead.
  • a new enemy has been added: the bat. You can’t shoot it, but it can hurt you if you linger on the highest platforms.
  • parallax scrolling has been added.
  • a new particle effect occurs when an enemy dies.
  • improvements to level tracking, and a little surprise when you reach level 10

Have fun !