The bigger varriety you come the more you can overcome. Most RPGs give you said random crap that can only be used in certain cases where difficulty spike is expected and it is designed to negate those. So you can basically dump currency to fix you're expenses over a difficulty spike and maybe forces you to dump some trash stuff or some rare stuff to make up for it that you otherwise would have used on a very specific scenario. Its not too punishing but enough to make you think twice.Īnother game uses currency and damages. If you push a unit too hard to overcome the difficulty spike it bogs down that character for some time to heal or whatever. Games that tries to do this mostly Xcome games. You pretty much felt defeated if it even used once. ITB kinda did that with energy bars and theire resistance stacking, however it was a game ending thing and because of that you were NEVER wanted to challange that bar. Let it be in the same turn, or overarching the game. What ITB and all that tries to do that needs is a way to scale abilities to increased threat. To me this looks like doing the same except without a crafty AI that does that and just gives you less enemies to do stuff, so do like half the ai in it and thats it. (talking about fixed amount of enemies attack fixed amount of buildings and any above that is forbiden to do so). I think into the breach is good, however it's hard coded difficulty makes it ♥♥♥♥♥♥♥.
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