View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0010097 | Valley 2 | Gameplay - General Complaint | Dec 21, 2012 2:27 pm | Dec 21, 2012 3:10 pm | |
Reporter | Bluddy | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 0.706 | ||||
Summary | 0010097: More variety in chunks | ||||
Description | After playing only about 10 turns, I'm already used to seeing certain patterns in chunks that repeat too much. Specifically, I'm talking about the fact that each building is followed by an obstacle of some sort and that you have to go in the building. You go from building to building until you arrive at your destination. In total, the whole thing feels way too linear. In Valley1 there was too much non-linearity as you could go into any building and cave, but here I feel like I'm on rails. I'd like to see branching paths, possibly with dead ends and different rewards. When I encounter a building, it's possible that I'll need to go through that building to get to the windstorm generator. But maybe it's in this cave instead. The more unpredictable things are, the less the player will discern a repetitive pattern. | ||||
Tags | No tags attached. | ||||
Internal Weight | Discussion Only | ||||
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While in principle, I agree with you, the problem is that adding dead-end branches would require some type of map, otherwise players would get lost. |
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Maybe there can be like different paths, but ones which lead to nothing just drop you out back at the start of the choices. Like: - Three Paths: One in the water (Or just hanging over the water in case of lava), one in a cave and one in a building. - Go through cave to the end...leave...and...you get sent back out the door you came through it. If possible, it might add a tiny bit of variety. |