XaiJu
diogaoo
diogaoo

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Serious talk now guys

So hear me out: Ever since Hero Corruption was announced it was supposed to be a roguelike-rpg, this means that the following cycle: Start > Play a run > Get a Game Over > Start another run with more wisdom and advantages, is a crucial part of the game, but it hasn't been fully implemented so far.

What I mean by that is, Hero Corruption has a basic roguelike structure: You can't get all the equipment in a single run, Game Overs (generally) are unavoidable, and randomness is always present. All of this makes replayability necessary to access more game content.

But one thing is still missing: Tangible advantages between runs. Currently the player has no advantages when restarting a run beyond the info he gathered, all perks, equipments, gold and stats are lost when he restarts the game, he basically starts from scratch. This brings us to the save function.

The initial and still present idea is that the type of save function that you are all currently testing is not something I would have implemented, it is not efficient, not all important variables can be saved and it completely goes against the idea I had for the game. Even you guys have tested and noticed that recipes, defeated bosses, enemy data and many other information considered important cannot be saved, this is unpleasant and detracts from the game experience.

What I had planned for the game was a simpler save system, which wouldn't save as much data, it would actually save a simple number that has been with you all since the beginning: the Score. Using the Score from a previous run as some kind of currency, the player would buy advantages for their next run (This is where the Perks system comes in, that's why both of these mechanics were created).

This would require a new balance that was already planned: Enemies would be stronger and you'd probably be destroyed while still in the forest for the first couple runs, but the more you play, the higher your Score; and the higher your Score, the better perks you could buy, getting stronger even though your run just started, always repeating the cycle I've mentioned earlier, but always advancing, step by step. And that progress would be saved, so you could play a 10, 15 minutes run, get a Game Over, save your Score and start a new run on the next day stronger than before. The run itself wouldn't be saved, but your progress will.

Just to be clear, I do have plans on making an open world rpg (non-roguelike), where the current save system would make a lot more sense, since the game will be designed around it. (That doesn't mean that Hero Corruption development will end soon, I still have a bunch of ideas that I'd like to add, let's leave this topic for another day).


So... That is my opinion, and as you can see it is not impartial at all, however I look at this project as something we all built together, I provided ideas and time while you all contributed financially and through feedback , suggestions and criticisms, very well placed and necessary.

I believe that everyone here care about Hero Corruption and want its sucess, that's why I don't think it's fair to make this decision by myself.

This poll result will be the future of Hero Corruption, please don't be intimidated by my opinion, choose what you think that would be best for the game, and of course, feel free to send me PMs or comment below

Thank you all for helping me make this project possible

Comments

Keep this Saving system so long that you can make working rogue system what you have planned :)

Petri

Negative scores will still exist but won't be as common, there will be some changes on the Score system too

Diogaoo

I would prefer the planned one, but when using score to buy perks later on, what happens with negative scores? If the first few runs are going to be harder, and then I get bad rng alongside that, would I be spending my first few runs sleeping at camp and making money in the city to avoid negative scores?

NoonShade

To me, it sounds good. Wanna see how it work. It may be easier to implement than the current save function.

Dara Yang

Their hp and attack will be bumped, the later the area, the bigger the buff, but they won't get stronger as you play. That means you will have a bit of trouble on your first and second attempt, but after that you should progress through the areas faster and faster, quicker than the current version

Diogaoo

But the enemies are still the same level?

Dara Yang

Hey Dara, the Score would be used to buy perks, yeah, the perks system would be reworked to a cumulative system betweens the runs and won't be possible to buy perks in the middle of a run (or maybe a new perk system will be introduced while mantaining the current one). Either way, you will have to start over again frequently, but every time you start a new run you'll reach the latest areas faster (imagine starting a new run with 20 damage and 200 max lust in the current version)

Diogaoo

By saving the Score, what can we do with it? Only can be used to buy Perk? If so, it will be a pain to start over again, though the hero is stronger but need grind a lot for receipt, gold, and to beat bosses. I also wonder about the fact that you plan to make the enemy stronger too. So I don't know which option I go for.

Dara Yang

Thanks Diogaoo for sharing the idea. I would generaly prefer your planned one approach. But, in the light of the fact that most of the players from the target audiende (if i presume correctly that the main target audience is at milovana) has already played the game as it is and discovered most of the content, what would be the motivation of the planned approach? For me the motivation is to discover new events, new enclounters. It would not be fun to do the challenge over and over again and know that I already saw what is ahead... For this reason I am choosing the option to keep the save system as it is. :) Thank you once again. :)

Vladimír Nekvasil

You know, I have been pushing on the balance for quite some time on and off. Why? What good is a game that has a ton of content (thanks for this), but little to no chance to get to that content (which is why I also disliked the: "Stop after X days")? A grow steady by playing over and over has some advantages, some disadvantages. Advantage: slow but steady progress. Disadvantage: frustrate new players, same enemies over and over again especially while leveling up. I honestly will not vote. I see the pros and the cons, but I am indecisive given them.

LK


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