map balance

This commit is contained in:
landgreen
2019-10-23 06:46:05 -07:00
parent de6ed64d22
commit 22b2f87a75
4 changed files with 51 additions and 46 deletions

View File

@@ -2,12 +2,7 @@
/* TODO: *******************************************
*****************************************************
remove tediousness of puzzle mechanics
on highrise
add a block on the platform below the exit on the far right
in the basement, move the two blocks to the left a bit, so they are closer to the left wall player have to get over
on warehouse
only have one block holding the platform down, and put it near the right side to make it faster to push off
when paused show details on field, mods, guns?
Find a diegetic way to see player damage (and or field meter too)
a health meter, like the field meter above player? (doesn't work with the field meter)
@@ -25,12 +20,11 @@ cap mods to 2
cap field to 1
what about no cap to mods?
mods without caps can't have major negatives
do I want to support a power ramping game play?
more upgrades are OK as long as they change game play
no flat damage, or defense buffs
do I want to support a power climb game play
This makes skipping content a bad idea
no flat damage, or flat defense buffs
This makes skipping content a bad idea for the player
Is that maybe good? No need to nerf content skipping buffs
content skipping is a cool play style, but not core game play