@psychicparrot42 It's interesting that a lot of modern roguelites like Binding of Isaac and Enter the Gungeon, minus the powerups are basically Berserk but they force you to clear each room before you're allowed to continue. I think it's actually more interesting to incentivise you to clear a room (or perhaps punish you for not doing it, e.g. when you have to re-traverse the room maybe it's harder if you left things alive) but ultimately giving you the choice
Conversation
Notices
-
Embed this notice
The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Wednesday, 20-Nov-2024 23:40:19 JST The Seven Voyages Of Steve
-
Embed this notice
Parrot (Jeff) (psychicparrot42@mastodon.gamedev.place)'s status on Wednesday, 20-Nov-2024 23:40:20 JST Parrot (Jeff)
I don’t know how many people realized this right away or whatever, but I feel like I’ve been missing this really important thing all along.. so yeah, more tweaking for my game this week! It needs just a bit of subtle difficulty tweaking to replicate this better, but I think it’ll make a big difference and present more apparent ‘score paths’ you can take.
-
Embed this notice
Parrot (Jeff) (psychicparrot42@mastodon.gamedev.place)'s status on Wednesday, 20-Nov-2024 23:40:21 JST Parrot (Jeff)
Had a bit of an epiphany this morning about how Bezerk goads you into working harder. I used to think the game was just about clearing rooms, but it's not. I mean, sure, if you *can* clear the room you'll get more score.. but the taunting from the bots is about making you feel bad if you don't clear the room.. and clearing the room is 10x harder than just wiping out a few bots and getting out of there. It's a brilliant little twist that's leading me to more tweaking of my Berzerkalike.
-
Embed this notice