I'd honestly call this the "perfect" DSS. It really is bigger and better in every way over the first. The levels and upgrades are almost endless. GOTW.
The zombies that glow and look like they're on fire leave item drops when they're killed. The pink/purple one leaves weapons such as the guns and the crossbow. The blue one sometimes drops the first aid kit, sometimes a clover. The green one drops a melee weapon like the sword or the chainsaw... possibly money too, but I'm not sure about that. There are other drops like the companion chest that I'm not sure about yet, but those others are consistent.
Thank you for the clarification, which is first on my list of suggestions: 1) Better clarification. This has been mentioned already numerous times throughout the thread and I would have to agree. There are some vague areas in general which is leading to a little too much guessing and trial and error. A simplified help page would be appreciated. I feel this is a contributing factor to why people think this game feels unfinished. 2) Customization for the weapon selection. I have brought this up already to Jouni and this is something I harp on any time I see a game where I can buy a weapon, but don't have the option to deselect it. Also, if you don't like how a particular weapon performs, you are stuck with it always dropping. 3) Dual companions and companion weapon matching your weapon. I have had two companion chests drop at the same time and was disappointed to see that when I touched the two chests, only one companion appeared and the other chest disappeared. It would be AWESOME to have multiple companions. Also, it would be nice if the companion weapon matched whatever weapon you currently were equipped with (or if you switch weapons), instead of the companion using the default weapon.
Really enjoying this, much more than I expected to, it's certainly an improvement on the original without adding too much nonsense. It's definitely improved upon the strengths of the 1st. Really wish there was a cloud sync option though. Manual would be fine.
Heh, I think our texture system wouldn't stretch to that too easily, even if it would be *nice* to see more of a difference between a basic weapon and an upgraded one. Might be one of those things that is too much effort for the result, but thanks for the suggestion anyway.
Thanks for the quick response and for quickly removing possible expectations too, but the credit to this goes to DannyTheElite
This is a two-sided thing... on one hand I see what you're saying about the vagueness, but on the other, we don't want to walk players through tutorials and whatnot, and we wouldn't want to lose the element of exploration and unknown. There's also a side benefit from all this - it makes people talk about their discoveries with other people, helping the game catch on and foster community better because you can discuss strategies and help others with quests etc. The community helps the game become more visible to other people, which in turn helps Mountain Sheep do business, which helps us allocate more resources into updating and expanding Minigore 2. If everything was self-contained and explained, you'd never need to talk to anyone again and one day they'd find your dried skeleton still on the toilet seat holding to an iPad Mini long drained of battery from excessive sessions of Minigore 2 I support this to a point, but the user interface for weapon selection is quite cluttered as is. Turns out this is actually the reason it says "two machine guns" because "dual" doesn't quite fit. Enabling and disabling individual weapons is another degree of complexity, especially in how it relates to the separate saves the game keeps for each stage... What we should do regardless of any switches is make sure all weapons are good enough to be worth using when fully upgraded, and/or expand the amount of weapon drops by each type unlocked (not sure if it already does this). Barring performance issues, multiple companions would be kind of cool, but it does reset the companion duration now rather than just disappearing the box. However, if we made the companion weapon match whatever you were wielding we'd actually be removing a degree of uniqueness from each character. If you want a companion that fires a machine gun or a shotgun blast, you'd select a character that had that kind of a companion. If all of them have exactly the weapon you have, that would trivialize the whole aspect of different companions for your character in the first place.
That's ok - I was just replying to the thread of messages and I wouldn't be the one gilding the weapons personally anyway, just the one controlling the expectations.
I am SO looking forward to the updates for this game. It will be exciting to see which little additions are made. It is only going to make this game better, especially considering the foundation here. Good stuff. I think the only dual stick that has a chance at dethroning this is Solomon Dark. Let the competition begin!
I know enough of the upcoming things to be sure that plenty of people will be quite excited with what we have in the pipeline, but at the same time we've learned our hard lessons about promising too much too soon. First priority has to be fixing and polishing everything that was broken or off the mark. So I hope you guys understand why I can't promise anything even though I'm happy to receive all feedback and ideas.
"If everything was self-contained and explained, you'd never need to talk to anyone again and one day they'd find your dried skeleton still on the toilet seat holding to an iPad Mini long drained of battery from excessive sessions of Minigore 2." So this isn't the design goal then?
We don't want to lose all our fans, we want more fans for the upcoming things. We'd rather have people hooked just enough to always remember and play our games every so often, than to get so addicted they burn out and crash hard. Seriously though, the design is a balancing act between the guaranteed exhilarating gameplay you can jump in headfirst and experience within moments, and the unexpected combinations of randomly varied enemy patterns, loot, unknown challenges, etc. We don't mean to deliberately confuse the user, but we also don't want to take the magic away by over-explaining things.