ZEELLO'S PROFILE

Aladdin
Defeat the vermin of the underworld with the help of a fire djinn.

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The Cost of Repetition

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What are you thinking about? (game development edition)

Our first game is supposed to be simple, but I might be more emotionally invested in a more serious project and therefore more likely to finish it? I found out about this logic from the creator of Spelunky: http://makegames.tumblr.com/post/1136623767/finishing-a-game

What is happening as a result however is that I find myself making my dream game simpler and simpler with the possibility of adding the more complex aspects post-release.

For instance I had an idea where the characters must infiltrate the Titanic but at the moment I'm not sure how I will set that up. One thing I needed was violently rushing water, I hope there are tiles for that.

I could cut the titanic, lately I'm considering cutting parts of my game I'd never imagine cutting, so far I've cut Japan (I might release Japan as a separate game), and a sequence on a rail yard. But I dunno, titanic was kind of a big deal to me when I first thought of it. It would've been like this centerpiece moment that was going to be really cool/funny. But realistically it would just be a couple of rooms and the player would simply be told that it is the inside of the Titanic. =|

Replacing Leveling with Different Progression in Established Games

If the levels reset when entering a roguelike dungeon, this may drastically discourage the player from entering them. Having less overworld combat might not be a sufficient countermeasure since the player wouldn't really know you did that. It would also make it hard for you to balance.

One way might be to have difficult story battles that require the player to be at a high enough level, thereby making the rogue like dungeon effectively mandatory. However, after this difficult battle the player must revert back to level 1 (otherwise the player can just choose sustain their level for the rest of the game) and then the process would repeat, this time for a different "boss" and a different roguelike dungeon.

Replacing Leveling with Different Progression in Established Games

@Aubrey
The solution is to have a fixed level while awarding the player with new spells one at a time, at fixed points throughout the game.

As for the roguelike quests, maybe what you can do is have your characters be level 1 for the entire main quest. Only the roguelike quests would award exp, and afterwards you'd revert their level back to 1.

RPGS... you've beaten

edit: I have decided to exclude games I've "beaten" before I stopped using guides/faqs. So this means many of the so called classics are MIA from my list, such as FF6, my first JRPG.

GBC
Pokemon Trading Card Game
Pokemon Card GB2

PSP
Dissidia
Dissidia 012
The Eye of Judgment: Legends
Final Fantasy Tactics: War of the Lions
Kingdom Hearts: Birth by Sleep
Marvel Trading Card Game
Patapon
Phantasy Star Portable
Phantasy Star Portable 2
Puzzle Quest
Rengoku
Rengoku II
Ys Ark
Ys Oath
Ys Seven

2DS
Pokemon Moon

Switch
Pokemon Shield

Replacing Leveling with Different Progression in Established Games

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Replacing Leveling with Different Progression in Established Games

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Screenshot Survival 20XX

My game was gonna have batman in it, dorkly adam west style. Like your guys don't even want his help, but he MAKES you take him along.
I think I'll go with blue since it looks better /stands out more. Whenever things are outlined in black, anything colored black or dark gray does not work as well. So I say go with blue.

Replacing Leveling with Different Progression in Established Games

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How do you decide what to do and in what order?

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