Posted December 04, 2022 by m8si
#NES #Redesigned #Game logic
Allright. This is going to be a long post...
THE CHANGE
So I redesigned the revive system and now you can revive also "on the spot". But only if you have collected enough coins. Coins are then being transferred to the player's guardian angel Mafaldrian and then player will be revived. If you have played the demo you may be familiar to the angel character and this kind of greedyness suits well for her. =D
Most of the playtesters said the game was too difficult. So I had two options:
1. Make the game easier
2. Add health / extra lives for the player
I didn't want the game to be like a walk in the park so I choose to add lives to the game. However lives in a game where you never die and sometimes have to die in order to solve some puzzles wouldn't work very well. I tested some different approaches and finally came up of the idea that what if...
Reviving is now a paid service, but can be done in every place if you have 4 coins in your pockets. If you don't the game will send you back to a previous checkpoint where you can be revived by the angel. However she will take all of your money for her service.
Doing it like this solved another problem playtesters noticed. It was kind of annoying that you had to start from checkpoint every time you died. (Even though I tried to include plenty of them)
Thank you for reading this far! Here is a video where I show the whole system in action.
By the way. I used Dalle-2 to help me with that cutscene. Here is the original image. (Prompt: “old man spreading his hands because he has no money as 8bit pixelart")