I'm considering allowing the player to choose between multiple battle systems, but the idea of balancing the entire game more than once seems daunting. Still, I think it's important to make my project as accessible as possible.
Using mechanics as a metaphor as a means of conveyance of your story - I'm all for that. BUT, anything that make the player wait - especially in uncertainty...just don't do it.
Am I the only one that feels like a luck-based challenge isn't legitimate? Like, if you are attempting a low level run, but have to rely on the luck of critical a (or lack thereof) in order to get through?
My game is a puzzle-RPG fusion about non-euclidian geometry, with the main combat system being running through mazes created by the bosses before time runs out, and most of the enemy names and designs are math puns... Is this original enough or need I go on?
I really hope that people like to read my "devlog" in this post. I made a little habit to always go on this post every month and update my progress it's a great way for me to tell myself this: You can do it!
Made a surprising amount of progress in these past two days. Really helps when parallax mapping breaks limitation and allowing me to be creative and make maps that match my vision.
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But, I want the player to go through a small area that teaches them the basics and send them on their way.