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Which ties into your rewards thing as well. For a roguelite mode there is almost nothing that actually carries over to make future runs easier which is very weird. The only thing I've really seen is extracting a relic but I honestly don't think that's super powerful considering your limited relic slots on initial deployment? So I'm blasting away 3 to 4 hours in a failed run and then get nothing at the end unless I intentionally gimped myself by extracting an important relic earlier (and this had to be done ahead of time because if I held on to the relic hoping to make the next stage easier it's gone when you lose)
Something that just helps your next run a little bit would be a nice addition. Though I must admit I also just kinda suck at these types of games lmao.
yeah, the reward after beating stage is not rewarding, not make the next run more easy/enjoyable.
Outside of that, they really need to make it so you go back to the tile map after completing a tile, instead of sending you back to the main menu. I don't know why it does that.
2 Rewards for playing the game.
3 Retry without complete loss
4 More Tower Progression and Tower selection control by player.
5 Difficulty Options - Easier game- less rewards. Harder game -more reward. etc.
Thanks for the Input Thread - great idea to create it!
For just having more customization why not go with the style of system used by auto battler deck builders. What if people got a set amount of "points" to start with and then they get to pick monkeys and start upgrades for them. Then through out the run you get more points to pick new monkeys or buy more starting upgrades for you party. It would make it much easier for people to get support options they want and have the needed dmg types or counters. With this you can also keep the rng events to add monkeys to party or plan around relics.
The other major thing that a rogue like will need is diversity of synergy's. Replay-ability will kinda live or die based on how many options the player can use or plan for. Most games will have at least 1 build per dmg type along with status effects. Beyond some basics just having some good options to buff a tower type like magic or water there could be something to give them special effects. Just some examples like all support buildings can place 1 engineer sentry or all magic monkeys count for upgrades that buff a specific monkey (example of the ninja and druids upgraded that stack on each other). Then just ad some more that give interesting stats (spread down in interesting) and make sure that the relics are all good or at least offer a substantial upside if they have a downside (the energy relics in slay the spire are good examples).
Non rogue-like devs trying to make a rogue-like game, balance is going to be way off either direction usually. It takes serious iteration to make the games fun, but with such long "games" of BTD6 Rogue Legends, it should heavily lean into player friendly/power else it feels like a giant kick in the nuts if you die to stupid unavoidable ♥♥♥♥.