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?
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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.