map balance
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16
js/index.js
16
js/index.js
@@ -2,12 +2,7 @@
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/* TODO: *******************************************
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*****************************************************
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remove tediousness of puzzle mechanics
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on highrise
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add a block on the platform below the exit on the far right
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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
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on warehouse
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only have one block holding the platform down, and put it near the right side to make it faster to push off
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when paused show details on field, mods, guns?
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Find a diegetic way to see player damage (and or field meter too)
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a health meter, like the field meter above player? (doesn't work with the field meter)
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@@ -25,12 +20,11 @@ cap mods to 2
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cap field to 1
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what about no cap to mods?
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mods without caps can't have major negatives
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do I want to support a power ramping game play?
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more upgrades are OK as long as they change game play
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no flat damage, or defense buffs
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do I want to support a power climb game play
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This makes skipping content a bad idea
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no flat damage, or flat defense buffs
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This makes skipping content a bad idea for the player
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Is that maybe good? No need to nerf content skipping buffs
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content skipping is a cool play style, but not core game play
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