idea: dungeon crawler where your character is invincible but easily distractedhttps://twitter.com/motions_cat/status/982335202751004673 …
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Replying to @ConsulIncitatus
That’s an interesting concept. It would also be interesting if the character was quite ineffective against enemies
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Replying to @helioshellfire
yeah, build the whole game around being damage sponges. complete opposite of the bullet hell design. but real-time, top-down and physicsy so it doesn't feel like a JRPG with inflated numbers
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Replying to @ConsulIncitatus
I think the idea of zero deaths is actually kinda neglected. There are innovations to be found here. Since you can’t die what other sorts of setbacks could you expect?
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Replying to @helioshellfire
lots of games with "soft" deaths penalize you by losing experience/items/etc in addition to losing progress in this context you could drop things when you take hits, and they either vanish after a set time, get stolen, fall down a pit, and so on
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I like the idea of being forced out of your way, and in a labyrinth setting where getting lost is easy enough already falling down two floors of getting thrown thru a wall would be a huge setback. Esp if the level was timed or there were other elements that encourage speed
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