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How about making Ancient fights inescapable in addition to not letting the Ancient Wisdom work against them? Additionally fixing the 1001 crash bug to ensure that even the luckiest/most skilled player will eventually die (or use the map to 'escape'). |
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Increasing the point cost of retreat (like each coward thingy subtracts 1.2 times the points the prior one did) is another thing that crossed my mind. With my run I could retreat an amusing number of times just to collect rocks, then get way more points by killing one demon (or is it devil? i forget lol). |
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So i'm currently considering this to balance the game:
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i've actually implemented all the stuff (except escape cost) and it seems pretty balanced, still kinda easy but ok. I also some more content, and now the game save the state so you can pause at any time. Anyone interested, feel free to playtest the latest build which is available here: https://github.com/msx80/DoorsOfDoomOmicron/actions/runs/10581214269 I'm searching for a victory jingle and other minor stuff then i think i'll make a release |
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So, i heard different players (like @APT37) that were unsatisfied with the lack of a "successful endgame" in Doors of Doom. Currently, you can go on forever and your only option at the end is to die. This is how "infinite" games usually work, but i understand the complaints.
So i'd like to discuss implementing an endgame that still retains the "infinite run" possibilities.
The first thing that comes to mind is:
For this to work, i would need to redesign the Wisdom object since it was ment as a kind of joke, a game breaking super powerful item to have fun after the player beat the "unbeatable" boss. I like the object and would like to retain it, perhaps with a debuff.
How does it sound ?
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