Timeline for How to create a non-inflationary player progress system (RPG)?
Current License: CC BY-SA 3.0
4 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Nov 10, 2017 at 14:07 | comment | added | SomeAmericanGuy | Something I found interesting in some metroidvania games is that they wouldn't scale up the enemies' difficulty at all, and in order to get around the challenge, they would make you fight a boss or explore to find a powerup that affected movement or something instead of simply dealing more damage. Castlevania SOTN did something similar sometimes. (though they never started you out with "hard" enemies) | |
| Nov 10, 2017 at 2:35 | history | edited | Jimmy | CC BY-SA 3.0 | duplicated quote |
| Nov 10, 2017 at 2:29 | history | edited | Jimmy | CC BY-SA 3.0 | added 745 characters in body |
| Nov 10, 2017 at 2:21 | history | answered | Jimmy | CC BY-SA 3.0 |