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what pose did you strike in your steamworks id selfie? edition

>Demo Days
Next: https://itch.io/jam/agdg-demo-day-68
Previous: https://itch.io/jam/agdg-demo-day-67

>AGDG Resources
https://hackmd.io/SNd2YQugRG-36CLYc8Og2w

>Progress Posting Guide
https://pastebin.com/0xEt5atn (embed)

>Helpful Links
New Threads: >>>/vg/agdg
Archive: https://arch.b4k.dev/vg/search/subject/agdg/
/agdg/ Steam Games: https://made-by-agdg.vercel.app/

>How to WebM
https://obsproject.com
https://github.com/argorar/WebMConverter

>Previous Thread
>>562815693
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>>562936809
my bad go here
>>562936645
>>562936645
>>562936645
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>>562936912
why didn't you refresh >>>/vg/agdg before you clicked on "Post" ? how on earth are you going to make a game with that attitude?
>>
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First for posting on the non gay thread

Need feedback on a mechanic. After you die, for each boss slain you get a signature permanent boost from his exclusive pool. You can reroll them and get another from his pool, but you potentially get up to 10 boosts at once.

Do you find this mechanic interesting or confusing? I could have the player choose only one from this list, and make them 10x more powerful, but this will introduce an asymmetry: to get 10 boosts right now you need to reach wave 1000, but with this change a wave 100, while limiting your choice to the first boss pool, will grant you the same amount of boosts as a wave 1000 run, just from a smaller pool.

What do?
>>
>>562937184
i did but i failed the captcha twice
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>>562937216
you mean if someone reaches wave 100 ten times? that's fine
it is naturally a different style of game (less of a personal challenge and more of a 'you will reach the end eventually') and the alternative is to have a number of unlocks that the player can switch between, so it appears the player is getting "sidegrades" and "options" instead of incrementally getting further by metaprogression. So that really depends on if you want:
>challenge runs like Spelunky where you don't expect players to reach the end
>incremental progress where all players will reach the end, or at least always progress no matter what, and the challenge is just how fast you reach that goal
>the half-way between these two that most roguelites tend towards like Risk of Rain where you just unlock more options that usually let the player get further but it still feels like a challenge and not an eventuality
>>
>>562936809
I will post here since betz is shilling in the other thread.
>>
The first step of being a game developer - balding
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>>562937216
so it's like metaprogression? people like that but you gonna need to tweak the numbers to make sure it doesn't break the game too early, for games like that the endgame is going to be ridiculous and make the player feel overpowered
>>
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>>562937776



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