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This week I made probably the last big prototyping-like change to Lethal Company: it's not going to be a roguelite.

One of the first posts I made here was called "What is the shape of the game?", and in that post I described how each game of Lethal Company would consist of multiple levels, as players try to descend as far as possible.

Well, it didn't feel right. I've been trying to pinpoint a reason, but I think this is one of those times where prototyping was necessary. 

(This diagram probably would make more sense if you played the game.)

As I began to want a more complex objective for players to be preoccupied with, I guess I began to need a more simple world to do it in. From the start I had two inspirations which cancelled each other out. The first was The Upturned, with its fast pace and bite-sized levels (originally inspired by Spooky's Jumpscare Mansion). The other was Phasmophobia, which invites you to hang out in a dark house with friends while blowing up a balloon, until it pops and everyone runs screaming. One is quick and frantic, while the other is a slow burn. 

I've been painfully aware that my inspirations are fighting. That contrived whack-a-mole mechanic that I removed a few weeks ago was flimsy tape designed to cover over the problem--when in reality I just needed to kill my darling, which was the elevator/roguelite mechanic. If I was making this game a few years ago, I might have tried to push onward and disregard what my heart was telling me, because I'm so afraid of wasting time back-tracking.

Next up, I'll probably give players that shovel. (I can't wait to program the shovel.)

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