• jtrek@startrek.website
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    11 hours ago

    I think if I was making a game I would really strive to make it so every upgrade is meaningful and easily noticed.

    I liked pillars of eternity, but I didn’t like trying to think about if 3% more damage was even going to survive rounding.

    • trem@lemmy.blahaj.zone
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      4 hours ago

      Yeah, it’s difficult, because:

      • you don’t want to overpower players too quickly, and
      • making new artwork and animations for each upgrade is hard.

      There’s certainly ways you can optimize towards that, though. Vampire Survivors, Binding of Isaac etc. can achieve this, because they’re 2D and have a really simple art style, which makes drawing and coding the new animation effects something you can do during downtime.

      Well, and they’re roguelikes. Doesn’t matter if your player gets overpowered, if they’re gonna be irreversably dead in a few minutes anyways. ¯\_(⊙ʖ⊙)

      • Valmond@lemmy.dbzer0.com
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        4 hours ago

        It has nothing to do with 2D/3D, but everything to do with “the grind”.

        Big games optimise for player retention, smaller games optimise for fun.

        • ZILtoid1991@lemmy.world
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          4 hours ago

          And also that these upgrades are entirely optional, so no one will technically soft lock themselves by skipping out on “side content” entirely. This is especially important for speed runners, who usually skip them to further cut time.

  • Mika@piefed.ca
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    11 hours ago

    Maybe you kill 100 enemies in one hit, so this is the image of 101th guy being obliterated

  • 7355608@piefed.social
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    15 hours ago

    That’s the icon of a skill that gives a 1% stacking damage buff when you do something innocuous that people make builds around.