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@Beldarak@mastodon.gamedev.place

Post #2385837

2026-05-04 08:44 UTC

@yora@mastodon.gamedev.place In my case, the game is a loot extractor so it's really important to force the player to make choices and sacrifices I feel to give it some "connection" to the loot (not sure I make much sense here^^). But I also realise I'm walking on the line between fun and tedious so I have to step lightly :)

Replies (2)

  • @yora@mastodon.gamedev.place 2026-05-04 08:45

    @Beldarak@mastodon.gamedev.place Okay, as a deliberate source of friction, I can accept that design decision. 😄

    Open ##2385838

  • @yora@mastodon.gamedev.place Regarding the loot connection, this is something that, to me, Arc Raiders kinda fails to do (the game is otherwise really great ofc, I'm not trying to compare to it). You just pick up lots of craps and don't really care about it. The important loot is stashed in your "safe pocket" anyway (can't lose it). It breaks tension. I want my player to be aware of what they have on them and this mean the inventory has to be top notch.

    Open ##2385840