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If I were a dev I'd make Jewel Satellite a shield giving total invulnerability to attacks (it wouldn't prevent death from quick beams or death pits, that's Skull Barrier's feature). Like Skull Barrier, it would consume ammo as long as it's used, but unlike Skull Barrier, each hit taken (each hit nullified by the shield) would reduce the shieldcaster's ammo.That would be fairly different and requires a different strategy to take down : assuming the best way to defeat the user using Jewel Satellite is to force it to drain the ammo down to 0, you should rather play with fastfiring (Needle/Aqua's weapons) and ripping weapons (Yamato/Metal) as they damage quickly (fastfiring weps) or multihit (rippers) the victim. Hard Knuckles and the other concentrated, powerful attacks wouldn't be effective.For the thrown shield, a simple solid ~20 damage-like big projectile could be good. If it's turned into a ripper then a 10-damage like, still with a large hitbox. Last option could be a weak shield, but that nullifies every projectile it contacts with.In a nutshell I'd see this shield as a pure defensive shield.
Combine a ton of different clashing tilesets and hazards into one cohesive stage. Like, eight different themes.