Post #4169268
2026-07-21 05:28 UTC
Yeah, it’s difficult, because:
you don’t want to overpower players too quickly, and
making new artwork and animations for each upgrade is hard.
There’s certainly ways you can optimize towards that, though. Vampire Survivors, Binding of Isaac etc. can achieve this, because they’re 2D and have a really simple art style, which makes drawing and coding the new animation effects something you can do during downtime.
Well, and they’re roguelikes. Doesn’t matter if your player gets overpowered, if they’re gonna be irreversably dead in a few minutes anyways. ¯\_(⊙_ʖ⊙)_/¯
Replies (1)
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@Valmond@lemmy.dbzer0.com 2026-07-21 05:48
It has nothing to do with 2D/3D, but everything to do with “the grind”. Big games optimise for player retention, smaller games optimise for fun.