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Ideally I'd want them to be like Dragonsbane where it promotes a certain style (glass cannon in the case of Dragonsbane) though that might not be possible within the limitation of the game.
Also a question, does the Mew Mode allow you to start a new game without losing all your previous progress? Right now I actually want to go back to see some of the earlier stuff but since there's only one save game, starting a new game instantly erases all my previous progress. I'd like to have a save point before battling Drakonth, for example, so that I can do the final battle without having to replay nearly the entire game every time.
So Mew Game is going to take up a separate save file entirely, and you will be able to go back to the main game at any time. :)
Going from 777 to 111 for each item more than halves the amount of power and magic I had - at level 100! I agree it makes the other items more viable, but getting to the point where I could steamroll nearly everything at around level 50 made the tail end (ha) of my 8-ish hour playthrough more fun, and made it a lot easier to sit at my computer for 10-minute play sessions throughout my day where I could find the time.
If your aim is for people to do repeated playthroughs, I feel like 8 hours is probably on the higher end of how long you want it to take.
I feel like there's a spectrum here - on one end, you have Half-Minute Hero, where the central gag is that you take a character from level 1 to final boss-worthy in 30 in-game seconds. On the other end of the spectrum you have Bravely Default, where the general consensus seems to be that they required so many playthroughs (which were each too lengthy) to get the "good" ending that it ended up killing the fun.
If there were no Mew Game, and the playthrough I'd just finished were the end of it, I would have given the game a solid 8/10, recommended it, and moved on. But with this new content, I feel obliged to continue playing until I've completed the game.
Finishing a game and setting it down is very different from losing interest in a game and shelving it indefinitely - the former is going to leave you with a much more positive feeling toward the game. I'll definitely still give it a shot, but I am hoping that progression will still be fast enough that it doesn't get boring.
The plan is to still make WFC strong, but just a little weaker than it is now so players getting it early won't feel the game is too broken.
Hmm, hopefully Mew Game won't be something bad...it is still entirely optional, and just another mode to play if you like the game.
The only time I ever usually criticize achievements is if it's things like "Spend X hours in the game" or other things that simply require an obscene amount of time and don't actually involve doing something/reaching a sensible goal.
But don't worry. If Cuphead is Overwhelmingly Positive even with negative reviews about difficulty, I don't think Mew Game will be bad.
I started Mew Game, and it couldn't hold my interest. My experience in the base game was good, but now that WFC has been nerfed, I know that new players will have a fundamentally different experience than I had for the second half or so of the game. So it doesn't feel right to give the game a thumbs-up if the second half of it is now fundamentally different from what I played.
So for now, I just haven't reviewed it. If I ever come back to it and beat Mew Game, I may, but my free time is limited and there is no shortage of new and interesting games that vie for my attention.
I'm just one guy, so I'm sure this doesn't matter in the grand scheme of things. Cheers.
It hasn't fundamentally changed. WFC is still insanely powerful, and will stomp any enemy you find. :)
Consider :
courage: (old +696 health) This needs to be changed to armor. 696 health is worth less than 30 levels once you break 20 health per level. So, even with a nerf, this is essentially useless.
willpower: At late game, magic is worth more. Cattrap especially if you have enough mp can deal easily well over 1k per second. (purrzerk and flamepurr if you stack them with cattrap make it essentially a one hit combo for the trio. If you can dodge, that means spam). willpower is incredible in your first playthrough. (in mine, it was pre-nerf, so that huge boost was worth it!) Othwerise, melee is mostly for regaining MP.
Faith: Needs to be leveled to be amazing. You're trading health and armor for offensive power with faith.
Therefore: If you can only upgrade each once per new game/New game + -- that isn't going to work! If there's a scaling difficulty for the three areas to upgrade each weapon, that would work. Make them multi-upgradeable (but definitely not with chests!) each playthrough!
Scaled, repeatable dungeons might be the next step in new game + (same for quests) to make the current game playable before hitting catquest 2 (or a huge expansion with the masters)
Thank you for hours of entertainment! I've thoroughly enjoyed your creation, though have still not cleared a game with lv1 and no equip (my goal). I look forward to more cat puns in mewpurr.
I think so all my vaules are really good
How? Through the smithy? Or is this no longer true?