rogerdv
Novice
- Joined
- Mar 17, 2023
- Messages
- 8
Im having an argument with my partner in our new project. My proposal was a simple roguelike with traditional mechanics (my inspirations are old Mordor and Tales of MajEyal), yets he wants to introduce somethig "original" and insists in making player hit points the game currency. Also, make it the energy points required to cast abilities, and nerf weapons to the maximum to prevent players from using them. For him, thats not only original (nobody did it before), but also creates tension in the player. Some sort of making the player think that the game is ultra hard and he/she has to be extra careful. Recovering hit points first required harvesting a resource that depended on random rains (rains that can also kill you), but now I see he is proposing shelters were you can recover life. He even tried it with pen and paper and says it works.
I see some reasons why this could be a bad idea. It can easily leave your game in unplayable state if you reach 1 HP (at least, until he introduced shelters and recovery). There are better ways to create tension, if you have played ToME you know what I mean. If you have a max HP of 250, how do you buy an item of 600? Forcing the player to spend HP to cause damage would also require to return to safe places after each combat, killing the exploration side.
What do you think about this? There is some way to tweak the system to make it work?
I see some reasons why this could be a bad idea. It can easily leave your game in unplayable state if you reach 1 HP (at least, until he introduced shelters and recovery). There are better ways to create tension, if you have played ToME you know what I mean. If you have a max HP of 250, how do you buy an item of 600? Forcing the player to spend HP to cause damage would also require to return to safe places after each combat, killing the exploration side.
What do you think about this? There is some way to tweak the system to make it work?