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Programming / Re: Can a Roguelike with only monsters be fun?
« on: December 24, 2011, 11:35:15 PM »
Sorry, if I appear negative. I think what you've made so far is so attractive and compact that it deserves an equally compelling mechanic behind it. What I meant by saying the movment was fiddily is that at the moment the player has a fairly arbitrary decision about their movment that has limited impact on how the level pans out.
What the game needs are meaningful choices for the player, and as the mechanic so far is about monster death effects the players choices should be about when and where those effects are triggered.
I think a good solution might be a combination of my and luleros suggestions.
So each turn the player could choose to:
A) move - one square only, with the ultimate aim of reaching the exit.
B) throw a rock - the player would have no melee attack, but instead can attack the monsters in any order. This would give the player options about which effects to trigger when. If you limit the number of attacks for each island then they would have to come up with strategies to maximise their assets. For example you could freeze all enemies at a precise moment allowing you to sneak past a tough enemy, or trigger a monster that causes splash damage when it would do the most damage.
C) push a monster- instead of moving or attacking the player could push an adjacent mister away, this could be to create space to move, to reposition a monster powerup for better effect next turn, or to destroy an enemy by pushing them off the island (at the expense of their powerup)
each turn the player would have three distinct choices that would effect how the level would play out and would have the opportunity to stratagize.
If you add to those mechanics different monster types in different combinations on different island layouts you have an infinite set of puzzles.
I don't know, it might play like a load of crap, but its worth trying out.
Been, typing this on my phone, its taken ages :-)
What the game needs are meaningful choices for the player, and as the mechanic so far is about monster death effects the players choices should be about when and where those effects are triggered.
I think a good solution might be a combination of my and luleros suggestions.
So each turn the player could choose to:
A) move - one square only, with the ultimate aim of reaching the exit.
B) throw a rock - the player would have no melee attack, but instead can attack the monsters in any order. This would give the player options about which effects to trigger when. If you limit the number of attacks for each island then they would have to come up with strategies to maximise their assets. For example you could freeze all enemies at a precise moment allowing you to sneak past a tough enemy, or trigger a monster that causes splash damage when it would do the most damage.
C) push a monster- instead of moving or attacking the player could push an adjacent mister away, this could be to create space to move, to reposition a monster powerup for better effect next turn, or to destroy an enemy by pushing them off the island (at the expense of their powerup)
each turn the player would have three distinct choices that would effect how the level would play out and would have the opportunity to stratagize.
If you add to those mechanics different monster types in different combinations on different island layouts you have an infinite set of puzzles.
I don't know, it might play like a load of crap, but its worth trying out.
Been, typing this on my phone, its taken ages :-)