We couldn't strike a good enough balance in the progression algorithm to ease you over the hump. Most players have had the following feedback: "I felt so much more powerful when I could upgrade and find the items I wanted." The system itself is a bit obtuse and the dilution had a side effect of "feeling bad". The dilution resulted in you having less chance of upgrading your components(projectiles or modifiers) by gaining three of the same one. Giving a small hidden effect increasing the difficulty. This had two effects, both it widened the available pool of projectiles and diluted the strength of your runs. On to the meat at hand: the researches were 99% of the time either modifiers or projectiles that you would unlock, widening your arsenal for the current and following runs. Some unlocks gated behind unlocking a certain set of prior researches. The idea is to double down on dopamine hits for reaching far into the game where every subsequent wave reached soars your research points.Įvery time you started a research you'd get to choose between the three options, which were tied to your progression in the loose tech tree based on number of researches completed. So if you beat wave 7: you would gain 7 points towards the next unlock. Every wave defeated you gain points equal to the waves number. The meta progression in DPSWTF goes by the research, as you do in science. In many games, especially roguelikes it is about unlocking new weapons, classes and paths in your subsequent runs. Quick opener on the topic meta progression is the progression that happens outside of the regular gameplay loop. Professor Scientist's Weapons Testing Facility A quick post about the quirks of designing the meta progression in Dr.
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