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Hi! I hope all of you are doing ok.

Here is the thing,

To achieve the highest possible token rewards, you'll want to:

Escape at level 15 or higher.

Kill 2,000 or more enemies.

Take no damage.

Drink no healing potions.

Use no checkpoints.

Escape with at least 100,000 credits.

The token reward is divided into two parts.

The first part is based on your score and can award up to 80 tokens.

Level contributes 30% of your score. It starts counting at level 8 and reaches its maximum at level 15. Escaping before level 8 gives no points from this category, and levels above 15 do not increase it further.

Kills contribute another 30% of your score. You receive the maximum contribution at 2,000 kills. More than 2,000 kills will not increase your score, while 0 kills give no points from this category.

Damage taken contributes 25% of your score. Taking no damage gives the maximum result. Once you've taken 300 or more damage, this category contributes nothing.

Healing potions contribute 15% of your score. Using no potions gives the maximum result. After drinking 20 or more potions, this category contributes nothing.

Checkpoints reduce your score after it has been calculated. Every checkpoint used subtracts 10 score points. Using one checkpoint subtracts 10 points, two subtract 20 points, and three subtract 30 points.

The second part of the token reward comes from the amount of credits you escape with and can award up to 20 tokens before diminishing returns.

Escaping with 25,000 credits awards about 5 bonus tokens.

50,000 credits awards about 10 bonus tokens.

75,000 credits awards about 15 bonus tokens.

100,000 credits awards the full 20 bonus tokens.

If you escape with more than 100,000 credits, you will continue earning extra tokens, but the increase becomes smaller and smaller. There is no hard cap, but each additional token requires significantly more credits than the previous one.

Now I'd like to ask for your opinions.

I'm actually very good at the game, and I've always enjoyed extremely difficult games that reward very little. Before I lost my sight, I spent a lot of time playing games like Dark Souls and Bloodborne. Because of that, I honestly don't have a good sense of where the reward balance should be for most players.

For example, in Island of Blood and Ash I usually don't even start buying guns until around level 5 or 6. I never use checkpoints. Most of the time I sell my healing potions instead of using them. That's simply how I enjoy playing, so I realize my expectations may not match everyone else's.

I'd really appreciate your suggestions. If you think the token requirements should be adjusted, let me know what you think would be a fair balance. Feel free to discuss it here, suggest new numbers, or simply vote on what you think would make the progression feel rewarding while still keeping the game challenging.

i honestly think that it should not make you restart every single time, because i kid you not, that is what kills it for me with most games, when you get up in levels, and have so much stuff, then when you die, you have to start all over. i think we should be able to save our progress, not just the checkpoint thing.

Hey,

Since you wrote that excellent post, I wanted to reply to it with my own insights.


So I never had sight, and never got to play hard video games. So all of my gaming experience has been with audio games. Most of the games I grew up with weren't very difficult strategically. Thus it can take me a bit of time to really master the strategy of a harder game. Just throwing all of that out there so you can see where I'm coming from.


When I play Island of Blood and Ash, I usually buy the knife as soon as I can, then at level 3 I start using guns, because something in me says if the enemies have them, I should have them too. Lol. That said, after reading your notes I may try to focus more on melee. I think I'm good enough with fists and melee where I could do that.


I can pretty consistently reach level 6 now (earlier today I made it to 8), but by the time I'm able to begin using my tools, the game has gotten frantic enough that I can't focus much on gathering. I can find little 15-second windows to gather, but it's very easy to get surrounded and lose a huge chunk of health in a split second. And the higher the level goes, the less time I can really put into it.


My biggest hurdle is finding a way to survive when a group of enemies closes in, since they're not packed tightly enough for an explosive, but they're not separated enough for me to pick them off one by one. So I resort to the cheese tactic of jumping across the board, frantically looking for a quiet spot.

With all of that said though. I don't want this to come off as me saying the game is too hard or unfair. Because it does have a really nice balance to it. You can tackle the challenge in a few different ways, and I can really appreciate that.

Hi,

Thanks for the detailed post and your rationale for the way the token system currently works. My honest thoughts though, personally are that this is way, way overboard for a lot of players, self included. 

I'll also state that I don't personally enjoy soulslike levels of difficulty, at all. I like games being challenging, but not to the point where if you make a single mistake you're going to instantly die or be heavily punished for it like can happen at higher levels in this game when you're surrounded on both sides with heavily shielded enemies, snipers taking shots and morters falling.

Considering that each run takes at least a couple hours, and you absolutely must escape to gain tokens, here's what I might personally change.

Damage taken is what immediately springs to mind. Even just at level 8 or 9, 100 or even 200 damage can literally occur just within a second or two of standing still too long, even if all you were doing was placing a bomb. Even if it doesn't count shield damage, 300 damage for 25 percent of your entire score is far, far too little. The same applies to healing, really.

Alternatively, have the score scaling be based off your difficulty, where the current requirements are at the top end for those players that enjoy suffering. lol

The credit, level and kill scaling I think is also a bit steep, but not nearly to the same extent as the damage and healing factors considering the shear number of enemies on screen at a time once you pass level 8.

Speaking of, if the end goal is not only to escape but also take no damage, you may want to scale down enemy numbers a little for what is supposed to be the baseline difficulty.

And while I understand wanting to reward the top end players for doing well, rewards also shouldn't be clamped so tightly that lower skilled players barely get anything for their time and runs. Especially when purchasing all of the upgrades requires something like 300 tokens. I actually did total it up before writing this, but I already forgot how much it actually is.

All this being said though, the game itself is very fun. It's not just a mindless kill everything in sight because you can, you actually need to play somewhat strategically. And I do like that. So while  I personally think the progression system needs some rebalancing around the not top end of player skill, props to you on putting out a quality game. And I look forward to seeing what's next.