![]() But its just there to give a excuse to whack things in the head. So you need to grind for better loot at an easier map, i guess this is a common thing for arpgs. Or farming for weapon/armor materials when it can be just a drop from a mid-boss.ĭifficulty, the hardest thing to balance, and it boils down to having enemies that are damage sponges, or can almost one hit you, or fodder with relative danger/annoyance factors. There is a basic crafting system implemented, but i can barely see any benefit between crafting yourself a potion or buying in bulk from a shop. I would even say its half the game's fun. I myself think this is plenty important, collectable sets or pets catering to completionist. Loot, if it changes hero aspect, the better. ![]() And flare has it limitations, so combat is not very dinamic. You can give them a twist like suicide bombers, static spitter plants or spawners, but even that gets old. They are always either fooder, tankers, ranged or magician. Small size is harder to create than bigger, too big and it feels empty.Įnemies? A nice variety is good, but actually all of them are the same thing with different aspects(not to mention recicled ones). Level design? Too little elements and its boring, too many and its visual noise, especially since you are not supposed to be in the same place for long. ![]() While making new levels for my flare mod i keep wondering this, what makes a Diablo/ARPG clone fun?. ![]()
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