![]() ![]() I also quite like how the early stages getting faster comfortably displays your progress. That is super susceptible to exploits, which would create an "optimal" gameplay that would be far less fun. I do have some things I want to experiment with, but "just skip the automated part" is definitely over-simplifying it. I do want to keep an open mind, but will shoot down concepts that I don't like when I test them too. This discussion actually portrays both sides to look at this quite well, and finding a "solution" that will suit everyone will not be an easy one. It get's faster the longer you go, I complete the island in 45 seconds right now, from the start of the game. Because at this stage waiting for 15 minutes is really getting tedious. The amount of training gained before island can be determined pretty accurately and could be granted for free with each rebirth. I am just starting to explore the island and I have a pretty simple idea - give the player a choice to settle at the island (and other similar checkpoints in the future) so the new reincarnation starts there. There's a couple of options that could be viable. It'll need some testing before I can properly grasp what I'll like for this. ![]() So it makes sense to find some balance between the two. At the same time, I like seeing how quickly my stats are now able to automate through this content too. I agree that some stages would benefit from the idle phase being a little shorter. I am considering such a mechanic as an achievement reward. Originally posted by Gniller:I know, I didn't forget, I just haven't gotten to the proper approach of that yet! ![]()
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