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Hello Hipshot and the Hammerwatch team and thank you very much for creating such a great game! I've waited very long for a game like this to come out. It really brought back my good old memories about my C64 Gauntlet sessions. You deserve credit for recreating that certain arcade feeling of such an oldschool game so faithfully in this modern era of video games.

While the game itself is really great. I guess a thread about update suggestions might still be appopriate since I'm quite interested about seeing improved versions of this game. Maybe I'm not the only one who can bring up a few suggestions and will edit my post accordingly if someone brings up suggestions on their own. I also try to elaborate about the ideas a little bit just to give the developers a better picture of what I mean.

Gameplay:
- The possibility of an randomized bottomless/endless dungeons with appropriate scaling of monsters and skill tiers. This basically is quite similar to the regular Hammerfall but with a randomized layout that changes it's visual theme and monsters with each level. The monsters however should scale up both in HP and damage to the level you are inside accordingly. To counter the evercoming stronger monsters, teachers throughout that randomized dungeon should offer unlimited skill tiers. Of course if the player can bring up the money for this. And to spice it up just a little bit it would also be nice to make a boss monster appear every 4th level or so.

- The other one of the two major suggestions would be official add-on campaigns with new boss monsters and/or classes. But I believe that you already heard this suggestion enough already :).

- I would also like a official "boss rush" score hunting mode but I guess that people can do that on the editor already.

- Maybe a new difficult setting such as "extreme" or something amongst those lines. Some mode that should be tough even if you are in a group. And and with some of the challanges activated it would be quite the death run.

- I would like to see a new challenge about respawning monsters (As with me I believe that 3 minutes might be appopriate) so you are at least in constant fighting and always busy. The enemies that you have killed previously shouldn't drop any gold after they reincarnated.

Editor:
- When you test around levels by using the editor (using the UI) and then quit the level, it first brings up the main menue instead of literally exiting the game. While I guess that you can just use alt + f4 for this task I guess it might be more convienient for people to change the way the game behaves during such a test session. For instance inplementing a shortcut button so you can quicklaunch the game with one button while working with the editor if you want to, and then just exit the test session by pressing the esc key. An example of this could be the sandbox editor in Crysis.

Miscellaneous:
- Please fix the asyncronous looping of the music.
Post edited September 04, 2013 by Dray2k
I really enjoyed the game too. I especially liked how in coop, there were no "experience-stealing" or "gold-stealing" pressures.

My main suggestion would be to allow the "up" arrow key to be set to autofire when held down. I have a macro-capable keyboard, and rewiring the up arrow to constantly attack when pressed was a big reducer of wear and tear on my hand and wrist (and I'm sure on my keyboard too).

I also wished I could move and shoot. Shooting always paused the character, but gaps in shooting allow the character to move jerkily (shoot, move, shoot, move, etc.). Perhaps slowing character movement while shooting would be a good compromise (or even an upgradable skill tree).

Overall, I think the core gameplay is solid, and coop is excellent. My brother and I wished there were more content. :)
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Roccandil: I really enjoyed the game too. I especially liked how in coop, there were no "experience-stealing" or "gold-stealing" pressures.

My main suggestion would be to allow the "up" arrow key to be set to autofire when held down. I have a macro-capable keyboard, and rewiring the up arrow to constantly attack when pressed was a big reducer of wear and tear on my hand and wrist (and I'm sure on my keyboard too).

I also wished I could move and shoot. Shooting always paused the character, but gaps in shooting allow the character to move jerkily (shoot, move, shoot, move, etc.). Perhaps slowing character movement while shooting would be a good compromise (or even an upgradable skill tree).

Overall, I think the core gameplay is solid, and coop is excellent. My brother and I wished there were more content. :)
There will of course be more content.
We are working on one larger patch for the campaign that updates it with some updated enemies and things like that and also, a "larger" campaign expansion that takes place in a desert area, we are gonna add another class, hopefully two new classes to the game then.

There are of course a lot more that will be tweaked and changed, it's gonna be a while before any of this will be released, but stay tuned.
Awesome! Looking forward to it. :)
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Roccandil: I really enjoyed the game too. I especially liked how in coop, there were no "experience-stealing" or "gold-stealing" pressures.

My main suggestion would be to allow the "up" arrow key to be set to autofire when held down. I have a macro-capable keyboard, and rewiring the up arrow to constantly attack when pressed was a big reducer of wear and tear on my hand and wrist (and I'm sure on my keyboard too).

I also wished I could move and shoot. Shooting always paused the character, but gaps in shooting allow the character to move jerkily (shoot, move, shoot, move, etc.). Perhaps slowing character movement while shooting would be a good compromise (or even an upgradable skill tree).

Overall, I think the core gameplay is solid, and coop is excellent. My brother and I wished there were more content. :)
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Hipshot: There will of course be more content.
We are working on one larger patch for the campaign that updates it with some updated enemies and things like that and also, a "larger" campaign expansion that takes place in a desert area, we are gonna add another class, hopefully two new classes to the game then.

There are of course a lot more that will be tweaked and changed, it's gonna be a while before any of this will be released, but stay tuned.
Really awesome news :)
Hi. I'd also like to thank you for a great game, Hipshot. I'm also happy to hear that there is new content on the way.

The game could use a little improvement in the way it controls though. My suggestions:

1) Autofire. In other words we need to be able to shoot by simply keeping the button pressed. Hammerwatch really needs this because there are so many opponents and most of them require several shots to boot. After two days of playing my wrists already hurt. :-(

2) Mouse Aiming. Usually the player plays by different (better) rules to make up for the masses of opponents. But in Hammerwatch the player can only shoot in 8 directions while anyone else can shoot at any angle. So not only are you fighting alone (or with a few friends) against thousands of enemies you are also handicapped. That somehow feels wrong.

I know you were trying to give us a retro experience but there is a reason why games like that evolved from digital stick to mouse aiming (or two analog sticks on console controllers). You should really go with that. Compared to mouse aiming holding a strafe key feels really clunky.

3) Shooting while running. It would make the game feel so much more fast paced if I didn't have to stop whenever I want to shoot. Especially since you have to shoot a lot in Hammerwatch.

What do you think about these suggestions, Hipshot? Everyone else is also welcome to comment, of course.
Post edited November 22, 2013 by Geralt_of_Rivia
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Geralt_of_Rivia: 2) Mouse Aiming. Usually the player plays by different (better) rules to make up for the masses of opponents. But in Hammerwatch the player can only shoot in 8 directions while anyone else can shoot at any angle. So not only are you fighting alone (or with a few friends) against thousands of enemies you are also handicapped. That somehow feels wrong.

I know you were trying to give us a retro experience but there is a reason why games like that evolved from digital stick to mouse aiming (or two analog sticks on console controllers). You should really go with that. Compared to mouse aiming holding a strafe key feels really clunky.
Hell yes!