This isn't the end for making the game more accessible. Hopefully these and the quality of life changes below help make the game more manageable. If you're here for the difficulty, there are plenty of ascension levels I will continue to balance. Most of the changes I'm making are not just about making the game "easier" but slower, more strategic, and easier to understand. I love a challenge and don't want to take that away from hardcore players. I've reworked the way higher tier enemies appear based on luck, leading to a smoother curve throughout runs. I'm going to extend this limitation to the second world for non-ascension runs. It seems like the first world is slow enough for most players since it already has some "limitations" such as not spawning more than 2 enemies. I've made changes to open up more opportunities to hit and avoid bosses between attacks. Making everything "80%" slower is a pretty lazy design choice and not something I'm comfortable with doing. Easy mode is not something I want to just tack onto a game. I highly doubt I'll get this formula exactly right on the first try so please let me know your feedback on it!ΔΆ. This should give you more breaks during the onslaught of the later battles, reducing the need to "burst" down an enemy at the start of battle, and help keep things strategic while still retaining a "fair" level of difficulty. Chests and minions will also affect this amount but to a lesser degree. I'm introducing a new system that calculates the current number of live enemies on the field and increases the time between their attacks dynamically. The chaotic part of the game (mainly mid-late game) are pretty messy. Sometimes it should also be chaotic to throw a rush of excitement and panic at a seasoned player, but this scenario is rare and should not be an every-battle occurence like it can be now. Sometimes it should be hard to help push you towards improving but this has to be done very carefully. If I make a bad change, I'm willing to admit it and find another solution. Please know I have the best intentions in mind even if I may make design mistakes here and there. I'm trying to make a game that challenges players and allows them to explore combos and mechanics and have fun with them. I'm not trying to make a hard or easy game. My biggest goal is to make the game as fun and interesting for players as possible. First of all I want to state my intentions as a game designer.
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