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TPOTF about status bars

  • RPG elements (EXP->LEVEL->+MAX HP_energy) 5
  • balanced max health based on the boss 21
  • 2024-02-05
  • 26 votes
{'title': 'TPOTF about status bars', 'choices': [{'text': 'RPG elements (EXP->LEVEL->+MAX HP_energy)', 'votes': 5}, {'text': 'balanced max health based on the boss', 'votes': 21}], 'closes_at': None, 'created_at': datetime.datetime(2024, 2, 5, 15, 23, 56, tzinfo=datetime.timezone.utc), 'description': None, 'allows_multiple': False, 'total_votes': 26}

Content

what do you think about RPG stats increasing based on dodged actions increasing EXP->LEVEL? (this means that you will start with 100-150HP not 500 like it is now)
OR
preset bars max values based on each boss for a balanced challenge

Comments

Sinnerspride

The bosses you've made so far work really well as contained, individual experiences. I think you're better off leaving EXP out of it. If you are completely sold on the idea of a meter that rises as a player does well, you could implement a combo meter instead that gives players some bonus dodge frames or the chance to ignore a hit or something. Of course, you know your game best, I'm just spitballing because your game is easy to get excited about. :)

trampleingame

mmm okey, but mmm bonus frames to dodge can't be done for the player reaction so set to be precise with the action, and i won't put ignore hit that is something that i try to fix whenever it happen when testing XD. what about 1%+HP for each dodged action?