#When a memory reaches a certain level, the memory will either have a new effect or slightly change.

2 messages · Page 1 of 1 (latest)

plucky igloo
#

Instead of simply increasing a memory's damage output through leveling, reaching a certain level, say a +4 Blink, will give the player a choice between three unique upgrades:

  • Modify the core effect: Slightly change how Blink functions, such as extending its range, or something else

  • Add a secondary effect: Gain a new ability, like the option to blink back to your original position after using it, or something else.

  • None, focus on raw damage: Skip the special effects and boost the memory’s damage output instead.

When a memory reaches +10, the player will once again choose one of three upgrade options. However, after +10, no further upgrades can be selected. Any additional levels will only increase the memory’s damage output.

Each existing memory offers 4 to 5 possible upgrades, but players can only choose 2 throughout their run. However, they can change their memory’s current upgrades with an amount of price by interacting with a statue of something that are scattered throughout the rapids.

This could add a layer of strategy and personalization, making memory progression & endless run more engaging and tailored to different play styles. But it’s a huge load of work to implement in the game though.

waxen onyx
#

would be cool for the character specific memories, but sounds kinda hard to implement for all of them