:P
lukasei
Creator of
Recent community posts
Hi. The dungeon crawler is connected to the theme of "redesigned failure" to keep weak players longer in the game by
1. Spawning less enemies when entering a new room and increasing the chance to find treasures when a player has taken damage.
2. Treasures are more likely to contain healing potions when opened by players with low health, plus their chance to take additional damage from traps in the treasure chest is 0.
3. Since it is more likely to find weapon upgrades (more treasures, tweaked probabilities) for players that have taken damage, the profiles will balance over time.
thanks ayleczander. During playtest we tried different Move M values between 2 and 5, forgot to add them to the page because I had to catch a flight. It was a timeboxed challenge and not everything was thought through and tweaked to perfection. I will definitely continue working on it.
My focus for the time limit was on the mechanics and therefore the hero and enemy stats are not even close to done.