- Joined
- Oct 12, 2019
- Messages
- 139
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- English
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- RMMZ
Hey, everyone! I'm coming up with dungeons and was inspired by a concept in the DS/Switch game The World Ends With You. In the story, characters have to pay an "entry fee" to participate in a game with their lives at stake. That entry fee, selected for them, is what the character considers most precious to them (e.g. their memories, their appearance, their friends, their ambitions/dreams, etc.). They get it back by winning the game.
The theme of the dungeon I want to make is loss and insecurity (the character learns to deal with/overcome these things by the end of the story chapter). On entering the dungeon, it would collect the player's entry fee, something important that they'll have to do without for the remainder of the dungeon. I obviously can't have it be something extremely critical or else it would make the dungeon impossible. I want it to be something that adds a layer of challenge and forces the player to try new strategies.
I'm having trouble coming up with ideas on what to take away and how to make the dungeon manageable without it. I could block healing, but then how do I achieve that balance of challenge vs. impossibility? The problem is, there aren't many patterns of gameplay established yet; this is only the second dungeon. Any ideas?
The theme of the dungeon I want to make is loss and insecurity (the character learns to deal with/overcome these things by the end of the story chapter). On entering the dungeon, it would collect the player's entry fee, something important that they'll have to do without for the remainder of the dungeon. I obviously can't have it be something extremely critical or else it would make the dungeon impossible. I want it to be something that adds a layer of challenge and forces the player to try new strategies.
I'm having trouble coming up with ideas on what to take away and how to make the dungeon manageable without it. I could block healing, but then how do I achieve that balance of challenge vs. impossibility? The problem is, there aren't many patterns of gameplay established yet; this is only the second dungeon. Any ideas?