A few examples (you might want to not use all of them, depending on your design goals):
- a more linear experience
- a generally lower difficulty bar that gives the player more margin for suboptimal play
- less XP from enemies, more XP from quest resolutions
- fewer stats to farm
- optional handicaps the player can earn through other means (DOS2 does a bit of this: most boss arenas have multiple entry points, some of which grant tactical advantage - this is neat, actually)
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Jacek Wesołowski (jzillw@mastodon.gamedev.place)'s status on Monday, 06-Jan-2025 16:43:46 JST Jacek Wesołowski