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I think this touches on a very fundamental game design lesson that you can learn a lot from.  Because the player and enemies both scale at approximately the same rate, the end result is that the player feels equally as strong 1 minute into the game as they feel 10 minutes into the game.  They're never given an opportunity to really "feel" powerful as there are no low-level / easy enemies that they can wipe the floor with once they've gained all that power.  To make the game feel engaging, you need spikes and valleys in the difficulty curve where the player gets to feel strong and where they can be challenged.

I'd definitely recommend you experiment with that :)

Thanks! Yes, the difficulty and scaling could use some adjustments. Ultimately, due to the time constraints, and limited playtesting, I got it to a point where it felt *fine* after a few tests, and sent it in. With this type of endless, wave-based game, I can easily see design and balancing taking a significant portion of development.