OnePotWonder
Inkling Fleet Admiral
- Joined
- Jan 31, 2024
- Messages
- 892
- Location
- Marooner’s Bay
- Pronouns
- He/Him
- Switch Friend Code
- SW-2068-8904-6306
I was originally going to make this another idea thread, but I feel like an open discussion is more befitting. What gameplay changes would you make to Side Order if you could? I have two main ideas.
First, I feel like they should make Marina's hacks palette-exclusive. The game becomes way too easy given the right hacks; Damage Up at max level is the same as starting the spire with all nine Ink Damage color chips, if not better. Making it so hacks need to be unlocked on each palette would stretch out the main content of the mode significantly, a marked improvement over being able to easily clear most of the palettes due to being carried by hacks.
The second change I'd like to see is more diversity for boss floors. I mean this in two ways. I think the 20F layouts of the three bosses' arenas should be different than the 10F versions. Specifically, more limiting; with less space, less cover, and less high ground. This would not only increase the difficulty of the 20F versions of the bosses, but also help make the spire feel less repetitive.
The main thing I'd like to see, however, is different layouts for the Control Room depending on which palette the player is using. This would make fighting Overlorder with each palette a unique challenge rather than just something to burn through at the end of each run. The main attraction would be the Control Room layout for Eight's palette, which would have three different spawn points for Overlorder, meaning the boss would change location between phases, and become exponentially harder as the fight went on. This change would not only mostly fix Overlorder as a boss, it would also fix Eight's palette as a final test.
One last minor change I would make is completely removing Danger. The only one to make the game feel more fun is Arpeggio Barrage. The rest are pathetically weak, only really affect certain builds or floors, or are Stronger Jelletons.
Feel free to share your own changes you'd like to see to Side Order.
Thank you for reading my thoughts, and have a wonderful day!
First, I feel like they should make Marina's hacks palette-exclusive. The game becomes way too easy given the right hacks; Damage Up at max level is the same as starting the spire with all nine Ink Damage color chips, if not better. Making it so hacks need to be unlocked on each palette would stretch out the main content of the mode significantly, a marked improvement over being able to easily clear most of the palettes due to being carried by hacks.
The second change I'd like to see is more diversity for boss floors. I mean this in two ways. I think the 20F layouts of the three bosses' arenas should be different than the 10F versions. Specifically, more limiting; with less space, less cover, and less high ground. This would not only increase the difficulty of the 20F versions of the bosses, but also help make the spire feel less repetitive.
The main thing I'd like to see, however, is different layouts for the Control Room depending on which palette the player is using. This would make fighting Overlorder with each palette a unique challenge rather than just something to burn through at the end of each run. The main attraction would be the Control Room layout for Eight's palette, which would have three different spawn points for Overlorder, meaning the boss would change location between phases, and become exponentially harder as the fight went on. This change would not only mostly fix Overlorder as a boss, it would also fix Eight's palette as a final test.
One last minor change I would make is completely removing Danger. The only one to make the game feel more fun is Arpeggio Barrage. The rest are pathetically weak, only really affect certain builds or floors, or are Stronger Jelletons.
Feel free to share your own changes you'd like to see to Side Order.
Thank you for reading my thoughts, and have a wonderful day!