Continuing work on the game I’m making right now. I think one issue is that enemies and abilities don’t have much that they can do. Enemies have different ways to move and can potentially spawn enemies, but I doubt that’s enough to go off of to make a variety of enemies. In Relentless Waves and Plants vs Zombies, the enemies each have different ways of attacking, but here there’s nothing for them to attack, they just move to the edge of the screen. While I want to keep the game as simple as possible, it’s possible I need something else here. The attacking abilities are also in a similar position. My initial design is that they have different shapes but all just deal damage. But there’s the question of, how many shapes can I really make that feel different from each other? I don’t know if there’s much I can do here though.
I started doing this 2 weeks ago, but I had been playing Ultimate Custom Night. I watched a video that explained how to work your way up to beating the hardest mode, and I thought it looked quite doable. Plus the game’s a free download. Most of the strategy is about stalling the enemies and spending as little time in the cameras as possible. The first steps (40/20 and 45/20) didn’t take too much time, although more practice was needed to beat 49/20. 50/20 was hard though, I had to work my way up to it by doing the basic strategy, but disabling a few enemies until I could figure out how to handle them. Even then, 50/20 was still annoying to grind, as there’s still a lot of RNG, and not in a fun way (sometimes it’s impossible to survive). Eventually after 40+ hours of play I beat it on tuesday, and I don’t want to do it again. But also, now that I’ve done 50/20, there’s nothing else to do in this game. Which segues into the next paragraph.
In addition to the presentation about simultaneous vs consecutive turn games (which I haven’t forgotten but haven’t made progress on), I had another idea for a presentation. It’s relevant to the games I’ve been making recently, which is: games that have a lot of randomly selected content (like Dominion), or games that’s a fixed series of content (like Celeste). Both games have their advantages, but the main reason I’ve been making more games like Dominion is because: it’s way better effort to reward ratio for the game designer; you can’t cheat these games by looking up a guide; they have much more replayability than a series of fixed levels. That last point is relevant here because: there’s a reason I have no more reason to play UCN, or even Celeste: I have nothing else to do in those games. I would have to download fan mods to have new things to do, and I don’t want to do that. Meanwhile I’ve been playing Dominion for years and am still continuing to play it.
However, games like Dominion do struggle in other areas. One downside is that you have to make sure most games are even possible to beat (an issue I’ve run into before), and also make them fun. They also struggle in telling narrative stories. It’s not impossible to have a story / narrative in these games (Moon Colony Bloodbath sort of has a story in what goes on with your engine), but then games like Dominion have barely any plot, and my games don’t either. Like the turn-based games one, this presentation has the issue of: this topic is about comparing 2 types of games instead of deeply analyzing one game, and I’m not totally sure how to do that.