Post #4169270
2026-07-20 22:35 UTC
I think if I was making a game I would really strive to make it so every upgrade is meaningful and easily noticed.
I liked pillars of eternity, but I didn't like trying to think about if 3% more damage was even going to survive rounding.
Replies (1)
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@trem@lemmy.blahaj.zone 2026-07-21 05:28
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⊙)_/¯