Friday, April 24, 2009
Early Testing
Tried the game when i woke this morning and i thought of something while playing the part were you roll the dice to see if you fail or succed at making them faint/die. What if we had something that made the timer a cumulative time and the more time they spent trying to damage your repair the less time you had for others. This might make the player focus more on the game as a whole and make them want to gather the best materials more so they don't waste time failing. It adds one more simple puzzle to drive them to collect the materials. What do you think?
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