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personally I believe it would be more interesting if the player was overpowered compared to the enemies.

In a few runs I just played the game quickly ended as there were too many bots shooting randomly.

A couple of variations in increasing level of expected difficulty to implement would be:

- Heal the player after each turn (you propose 15%, I would say 100%)

- Do not increase the number of bots until much later rounds. We want to see smart bots, not monkeys and typewriters.

- Give the player more health/bullet resistance

- Give the player 3-4 seconds at the beginning to move away from the random starting location

- Give the player an immunity cooldown after each hit so that each round lasts at least a few seconds



some times it took a while to the bot to start doing something interesting. if I put just two bots against the player and they don't attack or move it would be very frustrating to some players. in the short time I tested the settings, this one worked the best. since out of 7 enemies the probability of one being a shooting maniac would be higher. but I as I said, I encourage agressiveness but I took away points if they hit a fellow bot, so just shoot isn't enough


A midway solution that could work nicely would be to have obstacles to hide behind. Even something as simple as a ]-[ would do wonders.

(It could mess up the training though as that would require the concept of obstruction...)

These are just my feedback for possible improvements, I need to say this looks quite impressive and definitely more complex than anything I have done to date.


It crossed my mind to implement hiding spots, can't remember why I didn't.


I just moved my player to a corner, and sat there for several rounds, like 20+. Minimizes the vectors where new spawns can occur.


the three times I played, the bots were all focusing on the upper left corner, so staying in the lower right was safe for about 20 rounds.


maybe I should add a timer to the rounds...




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