SOOZ'S PROFILE
Sooz

They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Hi I do art mostly but also do games.
Please read my comic, Patchwork and Lace. It's about a Lovecraftian Disney Princess dark mage and her superpowered undead partner hunting monsters and being bad at communication.
Please read my comic, Patchwork and Lace. It's about a Lovecraftian Disney Princess dark mage and her superpowered undead partner hunting monsters and being bad at communication.

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Weird and Unfortunate Things are Happening
Yume Wheeky
author=InfectionFiles
Is this a shitpost game but with actual effort put into it?
I think you've just described most of my games tbh
takemetochurch.jpg
your game idea is too big
your game idea is too big
your game idea is too big
[Poll] THE MOST IMPORTANT POLL
jumpman
Hub vs Adventure
author=Backwards_Cowboy
Scaling enemy encounters can help with that.
To an extent, yes, but in terms of narrative it leaves a lot to be desired. And, as a player, if I'm going to be fighting harder enemies, I'd still much rather be encountering them in a new and/or different area.
Scaling enemies is a solution, but it's a very clunky and obvious one that in most cases of revisiting areas feels like padding.
How can Designers Create Levels to deal with Unflexable Players?
author=RedMask
I think I came up with a decent idea that could help players without frustrating them. This might not be easy to implement but perhaps in menu you could have a sliding hint scale which would give you a partner who gives out tips when needed based on where the player set the scale.
Based on my experiences with similar mechanics, I can see some ways that this could still be frustrating:
1) "OK, yes, I know, thank you, please tell me what I'm missing instead!" Often devs think something is completely obvious (and it probably is to most players!) but a player is just totally incapable of picking up on it for whatever reason. To the dev, the idea that you should hint it just doesn't come up, because it's 100% intuitive to them.
Alternately, the player's hung up on a more obscure issue, and gets so frustrated with the more basic hints that they give up on the hint system entirely.
2) Considerably less valid, but you will get people pissed about the existence of an optional "easy mode."