Prototype 3.1 - I made a bad mob


So, the first iteration of the Shell monster had a lot of issues. It was too hard to figure out it's behaviour without reading the game's description and even then, it was very hard to deal with it without getting one shot killed. On to of that, the original idea of having to remove the shell before you can damage him was totally lost.

So I decided to change the Sheller's behaviour.

  • The Sheller will no longer throw it's shell away. Give it a strong hit to detach the shell.
  • Instead of attacking, it will slowly turn towards the player while wandering. (In multiplayer, it will aim the player that requires the shortest rotation to reach.)
  • It will not have a limited range between it's shell so it can take a while to reel it in if it's far enough.
  • On top of that's the Sheller is also significantly slower and has slightly less hp.

And a few more things to make the game a little easier:

  • Hopper minimum speed while jumping: 2 -> 3.

This will make it stop it's jump a little sooner so it doesn't stay dangerous while very slow.

  • 1 less spawn every wave.

The purpose of this is to make the first waves easier to handle for new players so the game is a little easier to learn.

  • Minimum healing between waves -> 10% of max hp.

Healing a % of missing hp  made it impossible to fully heal. If your regeneration doesn't heal at least 10% of your max hp, (which should only happen at high hp or low regeneration level) you will gain that amount instead.

  • Distance between the player and weapon 55 -> 65.

Having a little more range should make it easier to hit something without getting your face into it. In my experience, it also makes the spin a little easier to manage.

Files

spinhtmlp3.1.zip 479 kB
May 09, 2021
spinwindowsp3.1.zip 2 MB
May 09, 2021

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