- Jun 16, 2018
- 301
- 796
That’s what I’d like to do, yeah. Nothing is fully decided yet, but 3 levels is the minimum right now.Is it going to be like Issac or Enter the Gungeon with alternative levels?
That’s what I’d like to do, yeah. Nothing is fully decided yet, but 3 levels is the minimum right now.Is it going to be like Issac or Enter the Gungeon with alternative levels?
Huh, neat.That’s what I’d like to do, yeah. Nothing is fully decided yet, but 3 levels is the minimum right now.
Do you mean bonus levels like you did on another post here or will there be different levels for the same floor similarly to the interchangeable boss system you already made here?3 levels per run doesn’t necessarily mean there’s only going to be 3 levels.
I’m actually gonna push back against that. It already takes a long ass time to get through floor 1 (20-30 minutes in my experience). With each additional floor, you increase the time needed to get to the higher floors more and more. I think f1 eventually being a quick and simple run would actually be far more enjoyable than it being a constant challenge since it allows you to get back to the novel experiences quicker.The reason level one is difficult is because there’s only going to be 3 levels per run. If a single one of those levels is mindlessly easy, it’ll be super boring to replay that level.
To me, It’s not about quantity of time spent, it’s about quality of time spent. RPG combat systems become a chore as soon as the solution to every problem becomes pressing the basic attack button. This is a strategy game, if I’m not giving the player a chance to use their brain every time they take a turn, it’s no longer a strategy game.The first floor is going to be the most frequently played part of your game, so why shackle players there any longer than you have to?
Either bonus levels or completely different levels / alternative paths with whole new environments and enemies/bosses.Do you mean bonus levels like you did on another post here or will there be different levels for the same floor similarly to the interchangeable boss system you already made here?
I get what you’re saying, but once you have the first floor figured out, that’s it. Out brains are literally designed to automate work so that we don’t have to think as hard. I don’t really think anymore when going through the first floor, I do the equivalent of attack and hit next turn because I basically have muscle memory guiding me through the level. Unless you can make every level offer completely novel experiences on every run, the brain will win out and the strategy part of the game will be automated.To me, It’s not about quantity of time spent, it’s about quality of time spent. RPG combat systems become a chore as soon as the solution to every problem becomes pressing the basic attack button. This is a strategy game, if I’m not giving the player a chance to use their brain every time they take a turn, it’s no longer a strategy game.
If the first floor is going to be the most frequently played part of my game, that’s EXACTLY why it needs to be just as engaging/fun as what comes next.
That being said, there’s a lot more mechanics on the way that will affect the difficulty (eventually I’m adding a 4th party member, but the details of that are a secret).
Gotcha, I assumed you were asking me to make level 1 easier.I get what you’re saying, but once you have the first floor figured out, that’s it. I don’t really think anymore when going through the first floor, I do the equivalent of attack and hit next turn because I basically have muscle memory guiding me through the level.
your secret mechanic might be a game changer, but based on what I have my hands on right now? I’d really rather just get to engage with F2 more quicker as that’s the actually enjoyable part of the game for me right now.
Oh, talking about this, i'm surprised that you people made the 3 basic enemies (archer, red guy and mage) have the same groping and fucking pictures, was that on purpose or was it to cut some corners and focus on more important things? Just something that has been on my mind for a while now.If the first floor is going to be the most frequently played part of my game, that’s EXACTLY why it needs to be just as engaging/fun as what comes next.
Ooooh, so thats the reason why imps starts appearing without Brad. I thought it's due to me defeating him once. Also is there gonna be opportunity, to for example get bondage cloth if heroines got defeated by him or smth like that in future? I mean, the only way to get them is just blatantly loosing to enemies which is kinda silly to say the least.Gotcha, I assumed you were asking me to make level 1 easier.
If this is the case I suggest going all in on the speed upgrade.
(Also not sure if you knew this, but level one actually gets a little tougher each time you win)
When I’ve drawn over 100 battle fuck/grope images it might be a bit silly to call it “cutting corners”Oh, talking about this, i'm surprised that you people made the 3 basic enemies (archer, red guy and mage) have the same groping and fucking pictures, was that on purpose or was it to cut some corners and focus on more important things? Just something that has been on my mind for a while now.
Killing Brad DOES increase imp spawn, yes.Ooooh, so thats the reason why imps starts appearing without Brad. I thought it's due to me defeating him once. Also is there gonna be opportunity, to for example get bondage cloth if heroines got defeated by him or smth like that in future? I mean, the only way to get them is just blatantly loosing to enemies which is kinda silly to say the least.
Sorry for the term, didn't mean to offend. Thanks for answering.When I’ve drawn over 100 battle fuck/grope images it might be a bit silly to call it “cutting corners”
The enemies have similar body types so they share images. Same deal with the four armed bugs in level two.
Yes, it’s on purpose.
There is some ways to deal with them: keep catching monsters to get spell where there is no new enemies spawn for 2 steps/rounds, start separating them or killing them as soon as u gonna be able to, get items that pulls enemies(I think there is only 1 item that doing that, but it appearing in x5 stack) or if u lucky enough get skill for ninja that pulls enemies to red zone.While I have enjoyed this game thoroughly, my biggest gripe with the difficulty spike of Stage 2 is the blockroaches, even if their damage resistance stays at 50% and 100%, I really don't think it should apply to other blockroaches. Sometimes the board just fills up faster than you can kill and then you can't manipulate their position, leading into a full blockroach wall that all have 100% protection on eachother. Maybe I'm just missing something but at the moment it hardly feels fair.
It’s a bugI just thought about it but you get to name the heroines when you meet them but then they keep calling themselves ninja ranger knight, is that a bug or some kind of joke I am too uncultured to understand?
OMG YESS, I cant wait for the shop.Killing Brad DOES increase imp spawn, yes.
Also I’m adding an outfit shop soon where you can get the bondage gear.
Is there a cap on that? Do the other bosses also do that?Killing Brad DOES increase imp spawn, yes.
Also I’m adding an outfit shop soon where you can get the bondage gear.