balance shmalance


mostly behind the scenes changes, which i won't list at any length. you know, you might be the sort of person who wants to read sentences like "unified the implementations of fountains, chests, and equipment lockers", and I sure am the sort of person who wants to write it, but... well...

the only gameplay relevant change of late is that the size of the levels has been radically shrunk. There's fewer treasures, fewer cards, yes, even fewer baddies per level now.

I think this is good.

Look at this bad boy we got him on the minimap. This is a lil compact, straight to the point, no bs level. just one, two, three. No more sinking obligated feeling when harold's running around, all overpowered for the L1 baddies, but "gotta get all the treasure, you know, in case some of it's useful". No way. No longer.

Of course, with smaller levels, the bosses come too soon. so i've increased the space between boss levels from one floor to two.

I think this gives tighter pacing. But does it make the game too hard? you can be judging.

With more floors in the mix, this also sets us up for more variety in the levels. perhaps glumgraymore's tower features a tavern. perhaps it sports a library. maybe on L6 there's a shadowy figure who can offer you great power if you complete a quest of fetching items.

perhaps! but not yet.

ALSO, i unified the implementations of fountains, chests, and equipment lockers.

this simplified the code, but unfortunately broke save games. SORRY. try refreshing?

Files

glumgraymore.zip Play in browser
Dec 13, 2020

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