- Joined
- Feb 21, 2017
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Just want to know your opinion 
Very perceptive - you're right, the design purpose of my tower dungeon did shift dramatically in addition to its role between the first and current iterations. I had gotten some player feedback from an earlier build of the game that didn't include as much battle time (leaning harder into grand strategy instead), and as I made the effort to add this "supergoal" to the game for players who wanted more combat, I started to realize that (1) my effort shouldn't be wasted on something that most players might not ever play, (2) there were a lot of good opportunities for two-way hooks between the strategy and combat portions, and (3) the game's interest curve was too constant, and could benefit from changes of pace. So I turned the tower into something that would be there alongside the core gameplay loops, allowing you to invest your time and thought into either as you felt fit and encouraging you to switch between them periodically.@Wavelength That later iteration sounds like lots of fun. I especially like the checkpoint mechanic. Of course, this newer iteration sounds like it would serve a totally different purpose than your original. At least in the sense of it being pre-end game vs postgame content. Maybe I could change mine so that every 10 floors you're rewarded with ever more powerful versions of the summon... Or just totally different rewards altogether.