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Devlog: Core Loop

🕑 Added 2024-07-19 20:26:30 +0000 UTC

Comments

Luis Zuno

Exactly thats my point. Give the player the freedom to express himself and find different ways to play.

Jason McMillen

Smoothening out the rough edges in popular games has always been a focal point of my own game design journey. This seems like a good approach. It could be a good way of thinking (about getting rid of that needing of that one item part of a game's design), is to think of the final fight/battle, etc. as a levelling issue rather than a missing key ingredient one. Otherwise said; have multiple ways to defeat the last boss or challenge by requiring a strong enough tactic or move-set to overcome his defence or offensive actions or reactions to the player character. This can ensure that there is in fact no "required" weapon or special item, but in fact only the ways in which a player can make himself strong/fast/agile enough to beat him via whatever finds he turns up in your game. Which I believe is what you are getting at in your explanation. I'll be curious to see what you come up with for this game. Very cool ideas.


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