#Analyzing Mechanics 1

4 messages · Page 1 of 1 (latest)

agile oasis
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HP System-
Strengths: Adds risk to certain actions in game, and adds a little difficulty where there might not have already been.
Weaknesses: The limited supply of HP restoring items only replenishing at rest areas may make certain parts of the game much more difficult, especially based on the spacing between rest areas, where players may get stuck for extended periods of time.
What I would change: I would change HP restoring items to be a reward for doing things in game, like defeating enemies, exploring new areas, and completing any quests. I would also change the rest areas to immediately restore player HP instead of giving them items to restore it.

Stamina Bar-
Strengths: Encourages players to take in exploration in a slower manner, and to take in their surroundings instead of ignoring it. Also stops players from skipping major parts of the game.
Weaknesses: It may interrupt the flow of the gameplay at some points, some combat may be disrupted by the lack of stamina and the player may get frustrated.
What I would change: I would add some sort of progression or item to the system to make sure it doesn't interrupt the flow of the game in certain points.

Map-
Strengths: Helps with navigation, especially if the game will have a large open world; it will help players backtrack when needed to.
Weaknesses: Having an empty map to start may make navigation specifically difficult in the beginning of the game, and may discourage the players from certain aspects of the exploration.
What I would change: I would take inspiration from Hollow Knight, where, upon receiving it, the map is outlined but not finished, leaving some open paths and requiring the player to explore those areas; I would make the map start with an outline of sorts to show players what is going on, and as the player continues through those areas, the map becomes more detailed.

young apexBOT
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molten rover
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-ex pass

young apexBOT