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Do text and sprites eat most of that?
I was initially against showing players how much HP the enemy had left for various reasons (making the game challenging, screen clutter, etc.)But about halfway through my first complete playthrough of the game, I found myself quite annoyed at not knowing which enemies have impenetrable proton shields and then having to guess how much shield health (not HP) the enemy has.So, you can now see how much HP and shield health (if any) an enemy has left. Purposefully simple to avoid screen clutter.
Quote from: Hot_Dog on November 02, 2021, 01:37:16 pmI was initially against showing players how much HP the enemy had left for various reasons (making the game challenging, screen clutter, etc.)But about halfway through my first complete playthrough of the game, I found myself quite annoyed at not knowing which enemies have impenetrable proton shields and then having to guess how much shield health (not HP) the enemy has.So, you can now see how much HP and shield health (if any) an enemy has left. Purposefully simple to avoid screen clutter.Did you try out having just some simple health/shield bars so that users just have a general idea of how much is left instead of specifics? That might be a nice balance between difficulty and knowing that you are actually making a dent in the enemy's health.