241
Programming / Re: Can a Roguelike with only monsters be fun?
« on: December 20, 2011, 02:30:23 AM »
thanks the skeleton is my favorite so far. yeah the skip turn would be nice, but if the player always has it they can abuse it to get a monster next to them. my original fix is below
oh yeah there is no balance in the game right now. all enemies are equally rare so the balance is really broken. I thought maybe I could give the playable character one skill. it recharges at the beginning of each island. Maybe they can freeze, use a fireball, or swap places. originally the plan was to add potions to the game. the player was given a random assortment of 10 potions. they were then able to choose 5. there was no way to get anymore potions once you embarked, so one had to plan ahead and try and save yourself for any situation. Also using a potion took a turn and many a time I drank a heath potion just to skip my turn and get an enemy closer. the problem was that they broke the game because they made you to powerful. I had an idea of adding them on the island, randomly placed like the monster. they would be auto used as soon as you stepped on their tile.
oh yeah there is no balance in the game right now. all enemies are equally rare so the balance is really broken. I thought maybe I could give the playable character one skill. it recharges at the beginning of each island. Maybe they can freeze, use a fireball, or swap places. originally the plan was to add potions to the game. the player was given a random assortment of 10 potions. they were then able to choose 5. there was no way to get anymore potions once you embarked, so one had to plan ahead and try and save yourself for any situation. Also using a potion took a turn and many a time I drank a heath potion just to skip my turn and get an enemy closer. the problem was that they broke the game because they made you to powerful. I had an idea of adding them on the island, randomly placed like the monster. they would be auto used as soon as you stepped on their tile.