Improved Synergy between Weapons and Rings: In Elderand, there was room for more synergy between weapons and rings to create memorable "Eureka!" moments for players. This would enable players to experience the game in a new way and provide a fresh challenge for more experienced players. One idea I would consider is a system like that in Slay the Spire, where the difficulty increases with each level. New Game Modes: While Elderand had a solid main game mode, I believe that adding new game modes would enhance the player experience and increase replayability. This approach would enable me to build a community of testers and players early on, enabling me to gather feedback and improve the game before release. In my next game, I would prioritize community building from the beginning by creating an open demo on platforms like itch.io and regularly posting devlogs to keep players engaged and informed. By iterating quickly and trying out various approaches, I could create a design hook that truly stands out in a crowded market.Ĭommunity Building from Day 0: One of the challenges we faced with Elderand was building a community around the game after development had already begun. To achieve this, I would reference sources outside of the genre and experiment with wild ideas like parkour-oriented combat or developing a node system for weapons. However, in retrospect, I feel that the twist on the genre was too timid, and I would take a more adventurous approach in my next game. Stronger Design Hook: In Elderand, we took a fairly conservative approach to the main design hook of the game by incorporating a variety of weapons and Dark Souls-inspired combat. If I were to create another game in the same genre as Elderand, here are 5 things I would do differently:
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