喜欢这个设计方向,用有限的子弹当做骰子,在战斗的时候同时也在进行奖励的支线,不过我的看法是,可能两者之间你需要给玩家一种孰重孰轻的引导,因为表面上玩家可以同时做两件事,但实际上玩家只能顾及一件事,而点数只能转化为得分,玩家活下来都手忙脚乱的话,很大程度上就顾不得点数了,从直觉来说,玩家的移动走位动机大多都来自于生存,而如果点数和玩家的战斗、破局能力的成长有关系的话,那么玩家就会尽快的去做有利于成长的事情,否则很快就无法抵挡敌人的冲击了。
个人的一点浅见~
是的,你的思考应该也是很多开发者都会在这个基础上会联想到的点子的涌现,包括我自己也是会去想这些方向,不过某些方向因为之前已经有过类似的尝试经验了,会告诉我:如果每次翻面需要跟随节奏,那么整个世界也必须是统一的节奏,否则这种规则仅仅只对玩家做限制,会让玩家感到非常大的不流畅性和挫折感,并且他会将他的死亡怪罪到你的设计上;所如果是偏向于流畅和爽快战斗的,玩家思考的时间窗口就会小,策略性就要降低到尽可能少而简单,Roll点清晰的问题其实我在后续版本已经解决了,我在滚动的过程中都会持续的显示出当前的Dice点数,玩家可以在极小时间窗口内反应过来此刻是有利还是不利;然后关于点数能力的话其实是有探索空间的,只要每一次只是对某一面进行改变,并且有足够的时间给玩家去习惯,改变的频率够低,对玩家来说就不会造成负担,另外如果吃到一个短时效Buff,所有面都变成6,对玩家来说反而是变简单了,利用这段时间爽就完事儿,也是一种合理的设计。
感谢你喜欢这个游戏,并带来思考!
First of all, I absolutely like this game, the dice cause continuous collision damage, the placement also causes damage Design is indeed more clever to solve some of the strategic problems, but the time cost of Roll is too high, so players will tend to cast all the dice at the beginning, I can see you want uncertainty (throwing), and hope for certainty (put), a little tangled, but overall it is really good.
链接:https://pan.baidu.com/s/1mO8X-hGP3lwUTlSzYVzDjQ?pwd=8899
提取码:8899
之前的版本有很多问题,上面是修复版本,即使骰子没稳定也能准确的知道你的攻击伤害,手感调整了不少,往下砍的bug也修复了。
Thank you for enjoying my game, I've made most of the resources for this Game jam, a small part of what I've had before, about freezeframe animation, purely making a separate model of each frame animation (laughs), and I've been doing game development for almost 20 years. Now my liver is in pain lol.
Thank you!
Yea, There is some bugs, Bug I fixed it now. and I was changed the design of crown power control, For now, If you keep on the power, the frogs will follow you automatic in the control area.
About the submit time, I think that because there is a problem, and I can't submit my project, so I sent mail to gamejam manager for help, so, this page is not submit by me.