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Lord of the fruit Flys, lunar boss. Solution to brightshades?


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Biggest complaint about something actually in game I see is brightshades. 

 

One of the major came mechanics seems be around crafting items that have some kind of ranged aura (lightning rods,new ice crystallizer etc) 

Seems like the logical next step would be to have the "garden" boss to get it's lunar gestalt form, and drop the crafting materials that will allow you to make your fancy gardening item. Which when loaded with materials (fertilizer, ice, whatever) will tend to the care of all plants AND prevent brightshades from spawning within its range 

To me this seems fairly cut and dry for progression with the current direction of the game, consistent with main game mechanics, and addresses one of the biggest player complaints

Not to mention is a quality of life upgrade to make some tasks (gardening) more automated for end game. Plus I think this is a little more exciting than some of the other new end game alternatives AND this would be worth farming multiple of 

It would be neater if the Deadly Brightshades followed the general gardening theme: the more you neglect a farm the more troubles will mount. I think my biggest gripe is that suddenly 2-3 Deadly Brightshades can appear in a farm, regardless where and how and how many farms you place in the overworld. It could potentially be more interesting if a Deadly Brightshade starts off small and progressively gets bigger and more dangerous as times goes by if the players don't intervene. On the other hand it would be lame if you could cull it immediately without it ever becoming a sizable threat. Maybe there could be a variant of the Deadly Brightshades with slightly adjusted mechanics. After activating the Lunar rifts farming becomes a hassle for no fun reason, which is a bit of a pity.

14 minutes ago, Captain_Rage said:

It would be neater if the Deadly Brightshades followed the general gardening theme: the more you neglect a farm the more troubles will mount. I think my biggest gripe is that suddenly 2-3 Deadly Brightshades can appear in a farm, regardless where and how and how many farms you place in the overworld. It could potentially be more interesting if a Deadly Brightshade starts off small and progressively gets bigger and more dangerous as times goes by if the players don't intervene. On the other hand it would be lame if you could cull it immediately without it ever becoming a sizable threat. Maybe there could be a variant of the Deadly Brightshades with slightly adjusted mechanics. After activating the Lunar rifts farming becomes a hassle for no fun reason, which is a bit of a pity.

Eh this is a small indie game, I think you're talking about making things overly complicated. Not having more than one appear within xyz is a little more reasonable. Plus you're talking about putting something purely in the realm of reworking old gameplay, instead of (what I assume is Kleis goal) adding new content 

Is my suggestion a little lazy, sure. But it fits to a T exactly what they have been doing. And mechanically it's just an easy implementation 

2 minutes ago, Cassielu said:

I want to see some different solutions. We already had too many "build X's to provide protection in a circular range" in games, and they're often not fun themself.

I get it but it's a survival/crafting game. The main gameplay loop is going to be killing and building stuff. 

Something like this the main "purpose" is as a tool for gardening. Fertilizing plants, potentially watering plants (I know this has some overlap with your flingomatic), and as a spawner for your fruit fly. I think the added on perk of warding off brightshades just gives it an extra use, one of which is a feature most people desperately want. 

 

FWIW I'd personally prefer more weapons/armor on the game. But something like this sounds more useful than the recent batch of new boss items. 

22 minutes ago, Evelo said:

I love the Brightshades, I just feel like if there was a way to close the portal early, people would be less annoyed with them, since they are in control of when to turn them off.

I really hope the climax of this cycle is a culminating event that closes all rifts, or at least lets you choose one to close.  I think it would make sense to save that for last, and if that is their plan then its okay we play without an end during the cycle...  but imo we definitely need some way to end it.

On 1/12/2024 at 2:28 PM, Captain_Rage said:

It would be neater if the Deadly Brightshades followed the general gardening theme: the more you neglect a farm the more troubles will mount. I think my biggest gripe is that suddenly 2-3 Deadly Brightshades can appear in a farm, regardless where and how and how many farms you place in the overworld. It could potentially be more interesting if a Deadly Brightshade starts off small and progressively gets bigger and more dangerous as times goes by if the players don't intervene. On the other hand it would be lame if you could cull it immediately without it ever becoming a sizable threat. Maybe there could be a variant of the Deadly Brightshades with slightly adjusted mechanics. After activating the Lunar rifts farming becomes a hassle for no fun reason, which is a bit of a pity.

is this how it works? I always thought it chooses between your 5 or 6 biggest farms, so you could in theory manipulate it to be somewhere else as long as your active farms are not bigger than your top 5 6 or whatever the number it is that they select from. 

Personally I always do the dragonfly farm and don't plan anything else cause that's the simpler solution to me, but if I wanted to decorate with berries or something I think there are ways around it, or am I mistaking with my first point? 

Anyways, I think a type of boss or solution to make a brighshade-free zone would be very welcomed. 

Well, admittedly this is how it plays out in practice, but I never get the sense of a looming threat. Usually 1-3 Deadly Brightshades simply pop up in my farm area without any foreboding in an anticlimactic way. The mechanic of an alien threat slowly taking over an area is super neat and has so much more potential. The current implementation arguably works but doesn't feel entirely polished (rift content is still being worked on so it is more than understandable; hopefully it will get brushed up eventually).

since wormwoods main usefulness is his ability to garden making other people able to achieve high level gardening early game would undermine his usefulness.
but i think it would be interesting if the fruitfly maybe dropped a special friendly fruitfly from its ghestal form that tended to your crops better or something.

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