Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

Jinsoku, Mathematician SpellCrafter.
Fathe321  [developer] 9 Dec, 2023 @ 4:08pm
Spell system rework?
Seriously thinking on reworking Jinsokus whole spell system, but while i have the skills to make it, i dont have the creativity to decide what and how.

If i was to do it, what would be the aproach you would take, while still keeping the original essence?
Last edited by Fathe321; 9 Dec, 2023 @ 4:10pm
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Showing 1-10 of 10 comments
SaddleCat 10 Dec, 2023 @ 3:43pm 
Id have it so that instead of the spellcasting having different forms, have it so you place each circle individually. at the end of a preset timer, when it reaches 3 inputs, or when it is activated via a super, the spell casts. this would require the speed to activate a circle to be much faster.

this reduces the complexity of actually casting the spells while still retaining the complexity in the spells themselves. the current setup of the character aims for complicated setups and unpredictability in casting, but it falls short because its difficult or just not intuitive to cast a spell in the first place. simplifying the casting itself, but not the options for it, is probably the best way to go about making this character more digestible
SaddleCat 10 Dec, 2023 @ 4:19pm 
another thing to note is that a large portion of the spells just don't work at all, and have no visual feedback to relay to the player that they don't. Since the character is a work in progress that makes sense, but updating the circles to do something when they don't work would be nice.

additionally, just adding more spells for singlecasting would make the current system significantly easier to manage. at least 90% of the possible singlecasting options just outright do not work due to lack of implementation, making the spells themselves seem meaningless unless you run into them by sheer chance or grab the spell combinations straight off the workshop page. That is by far the most problematic part of the system, and the whole concept comes crashing down if it isnt resolved by either letting spells activate off of different combinations or adding more spells to fill the empty spots.

hell, id recommend removing any casting styles OTHER than singlecasting to focus on that issue specifically, and move the existing multicast spells into the singlecasting lineup for the time being
Arq 12 Dec, 2023 @ 5:29pm 
The spell take way too long to cast. This character could play like a zoner but I end up regularly playing like a "trapper" having to setup traps and pulling the opponent into them
Arq 12 Dec, 2023 @ 5:51pm 
Let us have more movement options with the gun because dashing gets rid of the gun. So maybe add a move that gives you the sword back, or an attack in gun mode that switches it back to the sword and vice versa.
Last edited by Arq; 12 Dec, 2023 @ 5:53pm
Arq 12 Dec, 2023 @ 5:54pm 
Kaihi-o- PresureTap is way too close range please give it more range....
Arq 12 Dec, 2023 @ 5:56pm 
Let us be able to act during mockTeleport because its easily punishable at the moment
Soleil 14 Dec, 2023 @ 1:09am 
heres an idea (new mechanic and replacing some parts of the spell system) (also a bit more inspired from psi lal)

spells should be instant cast instead of spell circles, it'll make more sense with these new systems

a new Spell Bullet system
adds a new resource management aspect to the character where you have to manage your Spell Bullets (6 in total) with a new reload move
you could choose from a variety of spell bullets such as:

Proximity Bullet (floating mine that makes the spell activate when an enemy gets close)

Grenade Bullet (bullet thats affected by gravity and activates after about 40-60 frames or so)

Projectile Bullet (just activates the spell using you as the origin)

Origin Bullet (instead of using the bullet as the origin or you as the origin, it uses whatever the target is as the origin i.e spawning around the opponent/using the center of the screen/instantly affecting a projectile)

and heres the new spell system, not completely reworked but enough to make it more simple while allowing for more complexity (lower skill floor higher skill ceiling)

Target (You, Opponent, Projectiles (instead of Objects), Space)
The new Projectile option allows u to speed up your projectiles or slow down the enemies projectiles/whatever else you can think of

Action, but instead of using words such as "oscillate" "converge" etc we should use more direct words such as:

Speed up
Slow down
Press down
Redirect
Lower gravity
Stronger gravity
Beam
Ignite
whatever else u can think of (i cannot think of good damage options rn other than ignite and beam)

and instead of the area of effect as the third option, a new system is in place:

Movement Type

with these options:

Stay Still (makes the spell a zone effect that just stays where its at)

Homing (makes the spell home into the nearest valid target/makes the projectile bullet home in but with a weaker effect than normal)

Orbit (orbits its origin point, if it comes into contact with a projectile/opponent/you/the ground it activates)

No Type/Default (just uses the regular straight line shot type for that spell)
minepig8 21 Dec, 2023 @ 9:33pm 
Layer Multiple Magic Circles Upon Each Other With Each Of Them Having One Basic Effect. Then, When You Stack Another Circle On Top Of It, Both Effects Will Play. The Same With The Third, Fourth And So On. You Can Set Up Multiple Of Them, But Any Hit Will Destroy It...
Aidan 29 Aug, 2024 @ 7:14pm 
Keep it original
CheezBallz 6 Dec, 2024 @ 8:12pm 
I'd say the most important thing is making it so you don't have to have another page up with the spell list. Either use the codex to describe how it works, or only have spells that work show as options because currently there's a lot of ways for spells to fail (there isn't a spell with the given inputs).
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