How about making it so that “clickable” things have a “shine” effect? Something to indicate that it’s something you can click. Or you can do something like this:
Some type of way to tell that it’s a clickable thing, especially for the results screen where the factors do not have any telltale sign that they’re clickable.
An Alternative is to make the cursor change colour when it’s something clickable.
This mainly benefit new players but this should include casuals as well.
As part of in-game tips option. Whenever a new item appears for the first time, a pop-up will appear explaining what is it and its uses (keys, gifts, powerups). The player can either click “Ok” or press Esc to continue. It highlights what item is mentioned as well. This also includes whenever a player uses a superweapon/consumable for the very first time.
I’ve been thinking about tips for a mission, like ‘This mission only consist bosses’ for boss rushes, example, and an information button like ‘This mission is hard and has 20 waves’ for example
How about adding a “Weapon Test” feature for players to try out weapons that are in the store?
Give the “Weapon Test” the “Classic Invasion” wave from Chicken Invaders 3 with “Dummy Chickens”, (make them look like straw or ragdoll versions of chickens. They also will not drop anything, and do not give score either) along with being able to toggle firepower for weapons to see how it powerful it can potentially get.
Perhaps the “Weapon Test” can have a special background? To make it look more like a testing chamber.
Something like this:
If possible, make the dummy health changeable. (Up to 10,000 health)
This will also allow for easier weapon damage testing for future tweaks. (to see if they need a nerf or buff)
(This may have already been suggested. Please send the link here if it already is, thanks)
A tutorial re-work is desperately needed, will address it as soon as weapons are in a reasonable state.
Well, the assumption is that you’d first play the game, collect the weapon randomly, decide that you like it, and then buy it so you can start missions with it (so you’d already know what it does).
I see the point of a weapon test range, but it creates a lot of special-case code for being simply a convenience feature.
Calling the difficulty casual is kind of not going to go down well with some people. Especially because @Enhawk helpfully outlined that casuals are not necessarily bad, or incapable of being competetive:
Do we really need an eaſiër difficulty?
Is the current Rookie any harder than hiſtoric Rookie?
If not, I think that having juſt one difficulty eaſiër ſhould ſuffice.
I wouldn’t mind if this difficulty got added because it could work like a “story mode” available in Celeste or in “Full Metal Furies”, but… we don’t have any singleplayer content here in CIU. So what’s the point of adding it now? Would it be really fun to remove any challenge from the game? Right now we only have tourist difficulty if someone really has hard time with default rookie difficulty. If someone can’t play even on tourist… then better find another game or improve yourself.
Well, nothing wrong with an even easier difficulty. Besides, both sides have their own issues:
If it’s too easy, people complain.
If it’s too hard, people complain too.
But…
If it’s normal, people complain that it’s too bland.
Soooooo, what the heck am I supposed to suggest?