#Gameplay Loop and Progression Structure

1 messages · Page 1 of 1 (latest)

fresh seal
#

With the latest update, the gameplay has improved significantly, however, some aspects still feel unpolished. One of the main issues lies in the structure of the run. In several moments, the gameplay flow is interrupted by the need to return to the lobby solely to recover health, only to then backtrack to the save point. This creates a repetitive loop that can feel tedious and detracts from the overall experience. The current metagame where the player enters the world, fights, leaves to heal, and quickly returns doesn’t feel engaging or rewarding.
Suggested Improvements
Create a seamless gameplay loop by disabling mid-run returns to the lobby. Instead, adjust the extraction system so that it resets the run while preserving only the items collected by the player. Reinforcing this with the return of the durability system could add strategic depth and a stronger sense of progression.
Additionally, character progression currently depends on accessing a specific upgrade station (obelisk), which interrupts the flow. Allowing character upgrades during the run either through a dedicated XP system or continued use of Bright Blood would maintain immersion and momentum.
The same principle could be applied to weapon and armor upgrades, enabling a more dynamic and rewarding experience throughout the run.
Another point of concern is character variety. At the moment, switching between characters does not feel like a meaningful change in gameplay, but rather a change in appearance or skin.
Suggested Improvements
Introduce unique abilities or tactical devices for each character to provide more distinct playstyles. This would add depth and encourage experimentation, while maintaining the core structure of the game.
Lastly, while the current medkit system works well, I believe reintroducing the mechanic of collecting medigems to recharge medkits would be a beneficial addition. It would not only enhance resource management but also reinforce exploration as a core gameplay element.

#

This is just my opinion of how I would like the game to work. I would like to hear your opinions whether you agree or disagree on the subject and of course if you have anything to add I would be grateful because I think everyone's goal here is to have a game that we enjoy playing.

lament yoke
#

Im not sure if I agree with the extraction changes. I think it should be added upon to give more incentive to return rather than taking it away like this. I think the game kinda lacks risk and reward? Aswell as other looting aspects from extractions. I would love to see s thing where we can find cool loot that we can only use when we extract but it makes extracting much harder. Game really needs to experiment with extraction and roguelike mix if it wants to stand out

fresh seal
civic urchin
#

also I have an idea to make extraction more meaningful

lament yoke
#

They would most likely have to push these kinds of rewards to use a different extraction mechanic

civic urchin
#

Make it so that every time you defeated a crown, a popup would appear that asks you if you want to either extract to save and take a break, or continue but you get a small debuff and enemies get stronger but you will also get better rewards
This will be balanced out by the fact that even when extracting you could still get said better gear but at a lower chance than if you kept playing, however I was thinking of a late game metaupgrade that would make this chance go closer to the one you get by choosing to continue

fresh seal