We are starting to see some diversification in enemies, which is good. The first several monsters are a bit bland. Some more ideas (for enemies, mechanics, items...):
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New monster: suicide bomber. The explosion should be quite small but still dangerous up close. Perhaps more importantly, it should harm other monsters. If that's too redundant (too many explosions), they could just burst in a pool of slime spreading across the floor, then drying up after a few seconds.
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Flying enemies. They could include melee attackers and bombers. Bombers should make significant damage to the terrain. It could be interesting to introduce a new shooting key: "shoot upwards". It would be "5" on numeric, and for everyone else... hmm... I guess 1 more key isn't that much, right ?
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enemies that shoot projectiles like artillery, in an arc.
- gremlin: a helpful "enemy" that runs away from the player. Like scarabs in Spelunky, they would have to be picked up. This would grant a random powerup, including Duplicate, Apple, Chocolate and Sushi. As for introduction of new powerups affecting old levels... room creators could have two settings for gremlins. a) progressive: gremlins in this room will be affected by future changes. b) conservative, the list of possible powerups will be limited to those available in current version.










I couldn't find a thread like this in the first five pages or so, so I figured I would make one. If one already exists, or there is already a place for this sort of discussion, let me know.
Rather than multiple threads clogging up the board, everyone can post here, and hopefully it will catch the attention of moderators and developers (who are perusing these boards for feedback, I'm sure). It's also possible that people might suggest things that are already in-game, and others can let them know how to do it.
Some ideas I had about possible inclusions for future updates (mostly relating to the editor):
-the ability to submit levels to the BBS list from the editor/ in-game
-community ratings (star system perhaps) for user-submitted levels
-a simple trigger/button/tripwire mechanic to cue monster spawns and/or item drops
-the ability to draw moving paths for objects
-maybe some sort of minimap (I am expecting some obscenely large maze maps in the future)
-a sub-board for tutorials/help relating to the editor
-(in the very distant future) multiplayer, or co-op (would be awesome fun imo)










Post your ideas for interface improvements here.
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The way rooms scroll is mildly confusing. I can't tell if I should go left, right, "up" or "down" to continue exploring. All screen edges are black anyway. I have an idea: black edge should be reserved for room boundaries. Edges that can be explored could be light gray, like a fog.
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wasd keys work ingame, but not in menu
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I find myself trying to save time by going down when already at bottommost menu item. It doesn't work because menu doesn't wrap around. For instance when the cursor is on "back", pressing down should change selection to topmost menu item
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I MISS DIAGONAL SHOOTING KEYS ! (7, 9, 1, 3)
- Slightly more standardized room exits would help. Invisible diamonds (item 9) are fine when the creator wants to make something fancy, like exit via a car, phone booth, jump into a well, or even a portal in the middle of a room. But LOTS of rooms have exits on one of edges. How about an additional item for exits on screen edge ? It would work the same, except it would look like a bright blue rectangle (1 voxel thick, dimensions about the size of a door). Players would be encouraged to use it when room ends on an edge.
The big suggestion thread:
https://www.lexaloffle.com/bbs/?tid=460




Hi! I just bought the game on Humble Voxatron Bundle and I am loving it! I was messing around with the editor and I want to know if you may help me with some things.
1) I'd like to put some "fireworks" on my level. I'm trying but I don't know how to program an actor/object to go up on the screen, disapear and be substituted by other figures. I can just program at what time it'll appear on the screen, but the velocity or the direction of a movement, I can't. At least, I didn't found how to do it yet.
2) How can I make some object to move on the screen? I know that the pre-set actor can move itself, but how can a new actor do the same?
3) How can I place an object flying in the air, like the dragon of the original game, without let it fall on the ground? Even if the actor is static, when I click on the play button, it simply fall and lose its format in a mess of voxels :/ I tried to place a pre-set object (flower) suspended in the air, and it didn't appear on the screen when I clicked play.
4) I'm having some dificulties to delete an object placed. What's the right way to do it?
Thanks =)



Adding head tracking to Voxatron would be positive in many ways, and also in some negative ways too. I am here to discuss these. By adding head tracking, I mean having a webcam and Voxatron will track where your head is. This would give the ability to rotate the stage as the head moves and it would appear as though the game is three-dimensional and tangible.
Positive:
-complements voxels with the illusion of 3d
-platform levels are easier due to the ability to view the player and other objects from different angles.
Negative:
-would require players to buy a specific web camera or Lexaloffle would need to find a way to make every web camera to work with Voxatron.
-If a level designer used a small wall to hide a power up, etc., then simply moving your head could reveal the hidden suprise.
If you think of anything else positive, negative about this idea, post it here.


http://www.youtube.com/user/thescythianking I am reviewing all levels on this game i will post 2-3 reviews tomorrow i have 1 up now and some random gameplay of the game along with bf3 and other games