How To Fail At RPG Leveling

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Doh De Oh by Kevin MacLeod
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Make sure that every 10th skeleton has a "super rare" armor/weapon that are useless and make one op weapon that everyone would know about so players would have more reason to farm these enemies (aka spent their time on your game) just to find out this weapon is deleted from your inventory after finishing the level (you would need to delete any mention on the internet tho, and run bots to spread misinformation)

titanics.o.s
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Moxie, chutspa, a certain geno e qua.

TheRavenofSin
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also make sure that the player absolutely needs a weapon/armor, that is only a chance to drop from an already rare enemy!

soninhodev
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The less intuitive you can make your game, the better! :D

Artindi
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I already failed at making area 2 significantly harder than area 1. Curse my game design allowing level 1 players to fight strong enemies!

Good thing area 3 isn't done yet, I can still get some REAL design in there...

ganondorf
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I would like to inform you that one of my favorite games: "west of loathing" has a stat called moxie. 😂

Steven-sdfq
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Imagine someone makes a game taking everything you say literally.

fulomtheavali
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Okay, but my man literally described Blox Fruits on the first part.

Timely_Stans
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Be sure to make sure where your equipment by the mid point of the game make it where you have to sacrifice all stats except for 1.

And make sure to have enemies that have their tantrums or Rage state most games call it, and make it where they will go into this rage state every half second and thus leaving a very small window of opportunity.

Oh and make it where hte player is forced to dodge roll 2 zipcodes away.

Also be sure to make the block/parrying unreliable after 3 hours of game time and outside of the easiest difficulty.

Tucher
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Oh it's actually ten thousand Of the enemies from the third next area.

Wezryx
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Dont forget making completley dismembered lore, that REQUIRES extensive wiki reading to keep a slight track of

Mellow-Head
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Fun fact:

Doing the math, it would take 1, 666 hours to grind all 10, 000 skeletons

(and 69 days too)

leplant
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If done right having non-intuitive stat names can actually be a good play, but it has to play into the character of your game world.

The_Dr_Lux
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Or instead of Health, call it Vigor!

This is a joke.

LostJanbo
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Ok but moxie should be a stat in games akin to a luck adjacent stat that determines the amount of confidence and swagger you take actions with.

A do not tell me that is just because it's not and you know darn well having the ability to have moxie but not in a game would be funny.

Just imagine doing a something with the utmost grandiose exuding confidence, presentation and gall for it to still check the relevent stat to either have it not work but still have npc's/enemies respect the confidence or have it work and seem like you are the greatest individual to ever do it.

Moxie would generally work as a modifier to certain actions to be more effective in certain ways such as for example how we all know it obviously hurts more to be shot by a cowboy who just flexed the most insane gun twirling imaginable.

sablesalt
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This is how i felt playing Elden ring most of the time

kitzi
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Almost every roblox tycoon game basically

Breadstockimage
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and then fromsoft does it and suddenly its revolutionary and brave game design😂 gamers are awful

scragglie
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The funny thing about this is you could easily say this about the fromsoft games. The thing that keeps them from being bad is that they never let it become about the numbers when you hit a wall.

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