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Progression proposal: Difficulty curve and intermediate levels for Ink Combat #1881
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Following Will's observation regarding the difficulty of Level 6 in the Ink Combat levels, and as I originally mentioned in issue #1865, the new enemy Mothsache should not be included in Level 6. However, since the internship ended before an exact level could be assigned to it, the enemy remained in Level 6, which was originally focused only on the sequential barrel mechanic (this can be reviewed in issue #1026).
In fact, I had an idea that I couldn’t share before the internship ended. To make the difficulty curve less steep, we could introduce intermediate levels (such as Levels 7, 8, and 9). These levels would combine mechanics that have already been implemented; for example, Level 7 could include the acceleration mechanic from Level 4 combined with the breaking mechanic from Level 5.
Then, starting from Level 10, we could begin introducing Mothsache (removing it from Level 6). This would allow Level 10 to function as a "normal" level plus the new enemy, giving players time to get used to it. In Level 11, additional mechanics such as acceleration could be layered in, and so on.
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Replies: 3 comments
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It would only remain to design and create these levels within Threadbare. Since the mechanics are already there, it would just be a matter of pulling them into these levels. I also need to see how many could be made; I estimate about 4 to 6.
However, in case you don't want to add a huge number of levels, the other option would be to create a normal level where the Mothsache is introduced, and that would be level 7.
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@russell-cj great thinking. I would suggest that you playtest the levels with friends and observe them while playing to really know which level is really difficult, which mechanics are really fun to play.
Then you could modify the levels and playtest again. For example, an easy way to tweak the Mothsache difficulty is by slowing down its walk velocity. You can change that single value in a branch, and pass the playable link to your friends to see if they can beat the level now.
Personally, what I think about lore_quests/quest_003/2_ink_drinker_levels/ is that the mechanics are not explained to the player. The cheapest way to solve this is with intro dialogue. For reference, in round 1 the intro dialogue explains what to do: "Restore the ink to the matching jars". Something similar could be written for the fragile jars.
The acceleration mechanic is not affecting the gameplay too much, in my opinion. Since ink blobs don't harm the player, having a lot of ink spawned does actually make the game easier. One lesson to learn from here: not all the ideas that seem to work on paper will work when implemented. That is why quick prototypes are good to answer the question. In the Void runner, I came up with an idea to slow-down the enemy #1222 . After prototyping it, it turned out to be a bad idea #1393 (comment)
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Thank you for the detailed feedback, @manuq.
I agree with your suggestions. I’ll start by playtesting the levels with friends and observing how they interact with the mechanics to better understand which parts are actually difficult and which ones are genuinely fun.
I also agree that the mechanic in lore_quests/quest_003/2_ink_drinker_levels/ is not clearly explained to the player. Adding an introductory dialogue, similar to round 1, seems like a simple and effective solution. I’ll work on a proposal for the dialogues in 2_ink_drinker_levels.
Regarding the acceleration mechanic, your point makes a lot of sense. If ink splashes don’t damage the player, generating more ink may actually make the level easier. I’ll take this into account when evaluating whether the mechanic truly adds value to the experience or needs to be reconsidered, especially since it was previously mentioned that there wasn’t a clear way to lose in these levels.
Currently, there are two lose conditions:
- If the fragile barrels break in level 5.
- If the moth catches the player in level 6.
I also remember you mentioned that a lives system for the player was being considered.
Taking this into account, if the lives system is implemented, it might make sense to keep the acceleration mechanic. In that case, it could shift from being an advantage to becoming a disadvantage for the player, potentially increasing the difficulty instead of making the level easier.
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