![]() ![]() ![]() The great thing about this system is that it allows you to progressively make the game more and more challenging in a relatively controlled manner and at the same time slowly train players to get better and better at the game (you can still have additional random modifiers on top of this baseline difficult). common, uncommon, rare, epic, legendary) unlock as you beat the previous rarity level, and have each rarity level provide a baseline of difficulty: This is basically mimicking the idea of "boss cells" in Dead Cells. Seeds should only become available to them once they've beaten the game to ensure that the developers can offer a fair but not overwhelming challenge to players the 1st time around. Have the "seed" machine only become available once players have beaten the game once: I got access to seeds that had modifiers of increasing enemies' damage by 35% without even beating the 2nd boss! I don't think you want to risk players simply using the higher level/rarity seeds that they have only to become frustrated when they die too early.And the stun should last a little longer assuming it's tied to a charge attack. I would recommend that regular attacks do NOT stun enemies, but instead introduce a "charge" attack for all weapons that is guaranteed to stun enemies (e.g. I can spam the attack button on an enemy and they'll get stunned before they can fight back, and another time I do the exact same thing to the exact same enemy and they'll get an attack off. Make stunning enemies more consistent: Currently, it feels like enemies get stunned randomly. ![]()
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