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Shattered Pixel
Shattered Pixel

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New Challenges! | Patreon Poll #9

Hey Patrons!

As promised in Content Poll #8.5, this poll includes some options for new challenges! Each of these challenge ideas tries to focus on taking an existing aspect of the game that’s challenging for the player and lean into it more heavily, rather than the common challenge approach of restricting/removing mechanics that are helpful. We’ve got a challenge each for bosses, enemies, levelgen, and equipment!

The winner(s) of this poll will have these ideas developed on and will be implemented into v0.9.0 as new challenges! Depending on how support shakes out I might pick one or two winners from this poll. 

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Please vote for all the options that you like, not just for your one favourite! I allow multiple votes as it means that a higher proportion of people will end up voting for the winning choice. It also lets me gauge interest and lets polls be a bit more flexible, I might choose to implement the top 2 choices in some polls for example.

All patrons are encouraged to share their opinion by commenting and voting, but currently only the votes from Golden+ Supporters are counted when determining a poll winner. Votes from Shattered Supporters are worth double!

Stronger Bosses

The first challenge idea is one that’s been bouncing around my head since midway through developing v0.8.0. When reworking bosses, I purposefully designed them with a bunch of mechanics that could be tuned and adjusted to increase or decrease their difficulty.

This challenge is all about taking those new mechanics and amping them up to make the game’s bosses quite challenging indeed! Below I’ve written out some rough ideas for each boss, but things will need to be refined a bit with playtesting and so these might change. The goal is to start things off moderately harder, and steady crank things up to 11 by the time the player reaches DK and Yog.

Champion Enemies

This potential challenge instead focuses on regular enemies. Somewhat like how regular enemies can sometimes be replaced with a rare variant, this one gives each regularly spawned enemy a chance to spawn with one of a few possible champion buffs. Each buff would be visually indicated with a different colored aura.

The goal here is to make regular combat both more varied and more dangerous! Champion enemies would pick from a small pool of possible champion effects, with the aim of mixing up how the player might want to interact with that particular enemy. Champion enemies would be more common than rare variants, perhaps around a 1/15 chance. Some of these effects might be:

More Secrets

Moving away from hostile creatures, this challenge focuses on parts of the environment that are out to get you. Anyone remember back in vanilla when important items could be behind hidden doors?

This challenge amplifies the game’s secret mechanics by making hidden rooms more prevalent and less optional. All of the dungeon’s various hidden elements become more common, and true secret rooms even get an upgrade in importance. This means that a player’s intuition for finding secrets becomes less of a small advantage on the side, and much more necessary for progressing in the game.

Heavy Upgrades

Lastly, this challenge amps up the strength system to make it more strictly gate what types of gear you can use. Think you’ll just get around this by using wands? Don’t worry, I thought of that ;).

The goal here is to try and amp up the value of mid tier items for the player by making it notably harder to invest in higher-tier gear. Additionally, the value of dumping upgrades into rings and wands is reduced, as their power is now also gated by the strength system. My hope is that this challenge keeps the relative balance between these two types of equipment, while also making the strength system much more oppressive.

Comments

Congrats! Challenges can make things a lot harder, but if you're just fresh from your first win there are a few that aren't too bad, such as into darkness and (possibly) swarm intelligence.

Shattered Pixel

My worry with limiting player vision like this is that smart players will just look at where his attacks are coming from and manually aim their attacks, which would negate the penalty. Tengu in general is a bit too easily fought by ranged builds, despite my attempted fixes for this, so I'm just generally thinking of ways to adjust that.

Shattered Pixel

Random idea for Tengu, his smoke screen becomes a curtain and blocks vision? It would be an absolute pain to deal with after he teleports and everything is just traps and damage and blindness.

Paul Stenne

I honestly hadn't heard of challenges. Knowing about them inspired me to finally beat the game.

William Kroes


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