I am really hyped to play this. One thing i liked in the first one is, that all items had really a purpose even if at first you neglected them for some other item wich gave you more attack or something. But later in the game, when these devastating alien thingies appear, an item wich teleports you to a random spot somewhat further away will save you and give the oppurtunity to kill it with control perhaps. So picking that teleporter helps a lot if you played enough and have the expirience with time. I mean one side its simple but it works out very well. This ,ade the game really deep in terms of a roguelike/whatever game.. ❤ i think you gone make something thats gonna miss me some train stations but np, i can play on while waiting on the train in the right direction😊
@orangepixelgames7 сағат бұрын
I will be re-looking into the many things I added to SG1 and see what translates well to a new version ;)
@drillerdev462422 сағат бұрын
You have several interesting ideas for the timer mechanic, and I'm wondering... Why limit to only one? You could play it in the game logic as if you're boarding doomed ships that no one else dares to try to scrap everything on a countdown. You might not even know what that countdown means, and need to check a terminal or something to find out A gas mask might be a must if toxic gas is about to leak, but not facing an alien infestation. And now you have to choose between the superior armor or the fireproof suit. What if the ship becomes a space inferno? You could probably create different situations with your current systems, and they might not need to be that polished or balanced as long as there's enough variety of scenarios
@mandisaw20 сағат бұрын
I like this! Allows for more design flexibility - so long as players can consistently know what each level brings, they can strategize against it.
@orangepixelgames7 сағат бұрын
You read my mind! Been thinking about this over the last few days also, and it's the most promising idea for this. Space Grunts 2 also had "random events" happening, so it actually makes sense to now use that as a more prominent part of the gameplay in the new part. So certainly going to try this!
@orangepixelgames7 сағат бұрын
Two design ideas there, one is that you only know once you get into the level..and THEN you have to decide where you are going towards. Or second idea, there is a "hub" like system where you can select missions that already tell you what's going on, and you can prepare for those OR select the missions you are most equipped for. Time to do some design thinking 😅
@drillerdev46246 сағат бұрын
@@orangepixelgames when fantasizing becomes serious work
@RealPeoplePersonКүн бұрын
You could have it work a bit more like an extraction shooter, where the player decides how much they want to push their luck before getting out of there with their loot. Of course, this requires there to be multiple items in the level, probably of different value and use, that the player wants to scavenge for.
@orangepixelgames7 сағат бұрын
Thought about that, not sure if I can make it interesting enough item/loot wise. But a "get outa here" option does sound tempting!
@MAKIUSO23 сағат бұрын
impressive always. maybe mention the word commercial somewhere in the thumbnail
@orangepixelgames7 сағат бұрын
Don't think "commercial" or not makes much of a difference, especially since every hobbyist gamedev also sells their games :P
@Surkk296012 сағат бұрын
Maybe you could name it Space Grunts: Tactical Assault since it is a tactics game with active turn-based movement?
@orangepixelgames7 сағат бұрын
Space Grunts 1 was also tactical turn-based.. so not sure that's the subtitle to go with here ;)