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When you max your souls out, the enemies grow stronger two rooms later. If you never turn in your soul group to a statue, the enemies will grow stronger, but you will not.
If you've acquired an overpowered item early on - luck was on your side for that run. The chance of getting a very OP item early on is small.
Still, thank you for your feedback. Right now with the sequel, I'm having enemy health and damage be tied to room number, rather than player level, as I think it will be a better fit going forward. Cheers!
regardless, the enemies should not scale with my stats they should scale with my progress. its bad enough there are no permanent upgrades.
lol
In most games featuring XP, enemies have pre-defined damage and health, regardless of what level your character is.
For typical turn-based RPGs, action RPGs, MMOs, and MOBAs, you're given an open world to explore where monsters respawn. You can choose to grind on easy monsters over and over again for easy XP, though the returns are small. Or, you can take on the big monsters, even if your character level and items are weak, but you're up for the challenge. Or you can stick with the recommended area and enemy level for your current situation; not too hard, not too easy, just right. In any case, you can choose where to go. You can even choose to kill the same bosses over and over again.
In a typical turn-based roguelike, once you find some stairs to go down, you can choose to go down now or later. Once down, you can go back up at any time. Backtracking isn't annoying though because you can traverse areas you've already been through in a blink of an eye. But you can't reset the dungeon, you have to push through.
For more linear games without XP, you're constantly pushing forward, dodging bullets, jumping on enemy heads, avoiding obstacles, or finding items that make you stronger - but there's no XP bound to character level, so there's no need to backtrack, no grinding to get ahead. You clear what's in front of you and keep going.
With Tallowmere (and focusing on Tallowmere 2 here), I find not having XP or souls rather boring. It's fun to level up and get stronger by slaying enemies.
One design challenge however, with the key-based door unlock system and zero back-tracking to previous rooms -- If rooms have pre-determined enemy health and damage, what happens if players don't kill everything in the room? What happens if you really like cloaking into stealth and skipping past monsters? What happens if you find the key quickly and you're at the door, even though there are still lots of enemies you could slay, but don't necessarily need to? Should you be punished for not killing everything?
What is the appropriate enemy level curve at this point? Does the player need to defeat 100% of enemies in a room to stay with the curve, to not fall behind? Or what if the enemy curve was set to assume the player should kill 80% of monsters per room? If the player kills every monster in every room, they would be 20% ahead of the curve for the entire game. Or if they kill less than the desired percentage, their character level would fall behind (unless they happened to kill more in the next room to get back up to the curve).
For T2, weapons currently have item levels this time; item levels are rolled closely to the room number you're in (and bosses will likely have guaranteed good items for the curve, even if the regular rooms haven't been quite as kind to you with their rolls). So your character level shouldn't matter too much really.
Still, slipping ahead or behind. If I were to remove the door-key mechanic (or only have a key drop from the last monster in the room), you'd be forced to kill everything in the room every time, and that point it'd be like, why bother having an XP system at all? The mentality of tackling each room would change too - slay everything because you have to, rather than because you choose to. But since rooms can get quite large later on, and if there's 30 monsters and you happened to miss one at the start, backtracking to find that one monster would be highly annoying (mind you, it occasionally can happen even now if that monster happened to hold the key). I could in theory code it so a key always spawns after X number of kills in a room, to avoid that situation where you have to go hunting backwards for that one annoying monster, but then that's appeasing to the player rather than relying on randomness (for better or worse).
What I'm trying to say is, Tallowmere attempts to be 2D action RPG roguelite, but without the ability to choose what level of monsters to grind on. It's a platformer with the goal of pushing east with minimal backtracking. Incorporating these design decisions with a level-based XP system - while giving the player the option to not have to kill everything - has its challenges.
im not even bothering to read that wall of text. its a serious issue when the game punishes me outright for progressing, and rewards me for ignoring what is presented as a crucial mechanic (and one of the only in game mechanics honestly). i dont care about you justifying it or rambeling on in some exostential rant about ♥♥♥♥ i dont care about. its bad game design, period.
I've rarely seen buttblasting on this scale.
That was an interesting commentary, cheers. It will be fun to see what T2 brings!
It's not a punishment for progression, it's literally part of the game progression. With your faulty logic it could be argued that any increase difficulty scaling (since it is almost always tied to the player's input) is punishment. Levelling up in The Elder Scrolls increases enemy difficulty... thereby, in your misfiring judgement, punishing you for playing.
Also, what on earth is “exostential” supposed to mean? It looks close to “existential”, but that makes zero sense in this context. The response was literally outlining the design choices that you seem to have a problem with—choices that you seemingly dodged by using a cheat engine in the first place.
Assblasted scrubs often don't make logical sense.
That would have been a better word to use.
If you took the time to learn and appreciate the game's mechanics, you might find it can be as enjoyable as it is punishing.
It is supposed to be hard, and at times, unpredictable. That's one of the goals of a Roguelike.
When I first started playing, I was close to giving up, and struggled to even reach level 10.
But then I learned to stop rushing the levels and be more aware of your location on the map (and those of the enemies). After this, I started learning what each enemy could (and could not) do, and take advantage of those. Same goes with the weapons (including learning which ones generally to never use).