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.
Yume Wheeky
What do guinea pigs dream about? Probably not this, but just roll with it.

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Weird and Unfortunate Things are Happening

Someone get Prima Games on the line!

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

If they didn't want peeg to eat, why did they put it where peeg mouth can go? Logic!

your game idea is too big

Your game is so big it can only be saved in a storage unit

your game idea is too big

Your game is so big, when it starts up power goes out in three city blocks

your game idea is too big

Your game is so big NASA had to take thumbnails via satellite

[Poll] THE MOST IMPORTANT POLL

A FATEFUL CHOICE

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."