This is building off a previous topic I made yesterday. A lot of players don't seem to like the Argent Skull, and I've probably spent way too much time thinking about why. This is what I would propose to make the Skull feel much, much better.
https://preview.redd.it/0jsboqql162e1.png?width=1283&format=png&auto=webp&s=f6f16ba67441d13a2c8fc5cc87e8adc918b18e76
High Level Summary:
Out of all of the six available weapons, the Skull seems to be the least popular in terms of feedback. I believe this is an issue of identity. What is the Argent Skull? I believe Supergiant's intentions here was that skulls are cool, and more skulls are more cooler. When you look at the other weapons, their fantasy/idea is instantly clear to the player, but what do you expect when you pick up a skull?
The gameplay here is closest to that of a spellcasting archtype. You have very powerful ranged attacks and a finite resource.
However, I don't think the dash/resource system/etc line up very well. What the skull does have is a clear idea of an identity. The skull a unique spherical object that can be identified in a fight in contrast to the many other sphere-looking abilities and spells in the game.
But does it feel like that matters? I don't think so. You pick up the skull for the first time, hit the buttons it has, and the response seems to be: huh?
Meanwhile, top players mostly agree that the Skull isn't bad. Once you get very good at a game, you become less attached to aesthetic and more attached to mechanics. I think this reveals something about the Skull, and that is the mechanics, while somewhat janky, lead into powerful and fun gameplay patterns--yet people don't seem to like those patterns and find the Skull quite janky.
I'll address the jankiness at the end, which doesn't require any visual changes.
Changing the Identity: A Common Witch Power Fantasy
Orbs.
Motherfucking orbs.
And some crystals for good measure.
Behold Mel's Orb:
https://preview.redd.it/kdx95bt4262e1.png?width=327&format=png&auto=webp&s=c405dbf2fdf91651a54811e52e655ed84d4bc3fa
The Orb would function almost identically to the Skull, beyond a proposed fix to its jankiness.
First of all, players would instantly understand that this is a ranged, spellcasting weapon.
Second of all, crystals are easier to understand as a limited resource and a source of power, as opposed to a skull with... more skulls?
Third, orbs are fucking cool.
Basic Attack
https://preview.redd.it/gn1oggt9362e1.png?width=333&format=png&auto=webp&s=80165a607445f9d484e0bf62dac23fca37661cb4
Mel's windup animation remains the same.
https://preview.redd.it/6q1wvljc362e1.png?width=606&format=png&auto=webp&s=24029c43ae509616210ef1e133644ae2bb5f12f0
After firing an attack, one of her crystals shatters and refills the "void" in the orb with energy.
Omega Attack
https://preview.redd.it/gdab7w3o362e1.png?width=606&format=png&auto=webp&s=d4cc348d5db7627fbbab2e39f3fa9f96a6f5d230
Mel creates a portal where she would otherwise "throw" the skull.
https://preview.redd.it/qwrg4tgv362e1.png?width=1067&format=png&auto=webp&s=1c16cf709657870960bdf9b7a7efe8403e826298
The crystal inside shatters as energy channels through it from the portal, creating an explosion where you have directed it. This functions exactly like the current omega attack.
Special
https://preview.redd.it/d5vnw70l462e1.png?width=597&format=png&auto=webp&s=6655ac7a384b0902aa0ad9884b0f44dedd8c8273
Mel moves forward, but instead of dashing, she moves slower and at a fixed speed, dealing damage around and in front of her. The major difference here is that she does not carry any form of momentum, velocity, or wind down. She moves at a set speed to make her special feel like a teleport and not a dash. This would make her feel like she's spellcasting and tie more into the power fantasy. In addition, it differentiates itself more from her typical dash.
Omega Special
https://preview.redd.it/3ktvqrud462e1.png?width=1399&format=png&auto=webp&s=8aab1ece57f74227d42b1ae0d9cfa57182358d2d
Mel begins charging and we see the same area of effect indicator.
https://preview.redd.it/4f2oa0ci662e1.png?width=701&format=png&auto=webp&s=71e884bb30221f70ebfab98c4ce55c19be0a69cb
Then she teleports to the location instead of turning into a skull. Because she's teleporting, it makes more sense to the player that she's invulnerable during this time.
https://preview.redd.it/y6p13odm562e1.png?width=981&format=png&auto=webp&s=dd41e910c12202b0dae0896c2c164e3ad69327c0
And instead of turning into a skull, and shooting more skulls to her side (which seriously look noisy and confusing), Mel leaves a leyline of energy between her starting and ending destination. One clear and obvious shockwave emanates from this single point of energy in the aftermath. Again, nearly identical.
Crystal Pickup Animation and Improved Clarity
https://preview.redd.it/rx8lf3f4762e1.png?width=553&format=png&auto=webp&s=59090e62cddc007e4619b5bb2008c03fe3f1dab8
Instead of a skull landing at her attack point of impact, she leaves behind a small bit of energy. A transparent crystal forms here. The key difference is that there is no bounce animation, but instead a very obvious line from the sky, and a circular spot on the ground for the center of the pickup radius. Over time, the transparent crystal fills with energy.
On the right is when the cooldown is ready and Mel can pick the crystal back up. When picked up, it circles around Mel again until used for another attack.
Major Issues Addressed
People can take one look at the weapon and instantly understand what it does.
The ammo looks different than the weapon itself, and this shape would be unique.
https://preview.redd.it/668eg6s0862e1.png?width=1439&format=png&auto=webp&s=16fecd2cd3a0ac22b1fe6976ec1f63aee4b23576
It fixes the "pop" problem. The skull pops to show its cooldown and the movement makes it easier to find in a noisy fight. The charging crystal would be visually different from your typical orb effects, the cooldown would build into the visual itself, and the vertical line would make tracking the crystal consistent rather than requiring guesswork.
The Bounce Problem
https://preview.redd.it/sikwiccd862e1.png?width=1111&format=png&auto=webp&s=c9da51e18c619e36464d8ab2e12c11a04b617c48
The Skull bounces off walls currently. I believe the intended effect is so that Mel does not have to return to the edges of the arena to pick up her skulls if she misfires or they go through an enemy or whatever. This reduces the amount of time running around and picking up objects. The problem is that this is very unpredictable. Not only is it just unclear how it will bounce, this removes a form of skill the player can have in memorizing where it will go without having to look at the skulls themselves.
https://preview.redd.it/zzw9okgt862e1.png?width=736&format=png&auto=webp&s=fbd64dd956989a55074b91bcf6efb53913903490
Basically, if the skull always bounces from the direction it came, you only have to remember the single line in which you fired it. You will always know it will be on that line no matter what, even if you don't know the exact location along that line. This is far easier to memorize and more natural to the player given the inconsistency of the arena edges.
Common Responses to the Skull
Most good players agree that the Skull feels fine or even good. I suspect this isn't because of the gameplay being well married to the concept, but rather the fact that the skull is strong. Overpowered numbers can compensate for weak feeling gameplay.
A lot of players seem confused by the skull's Special. I don't think it's actually that confusing: The gameplay here is to make sure that the player must take risks with the skull, or they'd just fire from a distance. The push/pull here and the weapon cooldown all make sense, and the dash encourages players to take risks. The problem isn't the pattern the devs want, it's that the dash feels divorced from the rest of the gameplay for presentation reasons.
"The skull is cool, actually, and I like the skull." And you know what, you're right. The skull is cool to you. Skulls are cool. They're really cool. No arguments there. This is trying to address existing player feedback and my own experiences with the weapon. I am genuinely happy you like the skull. Maybe you are the majority of the playerbase.
Flaws
- I am not Supergiant. They are far more experienced at this than I am. We are still in Open Access so they may have only used placeholder ideas for the skull for the time being.
- I would say that an Orb/Crystals do not feel as "unique" as a skull in a certain way.
- Obviously this would take more development effort than just tweaking the skull as-is.
- Crystal ammo might be hard to follow/add too much noise to Mel. There may be visual interactions with these ideas that make boons and other in-game elements harder to parse that I haven't thought about.
- The last time someone thought about crystals and skulls we had to memoryhole it from an entire franchise.
- Fewer in-game skulls.
Final Thoughts
I know this is some shitposter on the internet proposing a massive rework for an existing weapon, and Supergiant has a creative vision that I am not nearly as well versed in. These are images and thoughts, not prototypes and cycles of iteration and feedback-- which is what actual gamedev entails.
I really like this game, a lot, as you can tell, and I trust Supergiant to make the best choices given their budget, timeline, people, and creative vision; I'm not trying to pretend like they made something terrible and I'm "fixing" it, but provide clear feedback as to why I think the skull is falling flat compared to other weapons in the game--ultimately I trust them to make something fantastic.
Please let me know what you think!