Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

On unlocks, meta-progression and ascensions

In my opinion, there are two main reasons for meta-progression in game:

  • Slowly increasing player’s power to give additional incentives to play
  • Smoothing learning curve by unlocking new mechanics and options gradually

In Way to Crown, meta-progression is heavily pushed towards second goal. The only way meta-progression increases player’s power is by giving more build variants, but that obviously cuts both ways since the consistency falls dramatically.

Main body of game content is unlocked extremely quickly and in large batches, giving players just enough time to skim over new things before plunging into full game. For even more impatient and self-confident players, game has a simple “Unlock everything” option in settings.

Several core mechanics of the game (card stash, card upgrades, quests) are also locked away, but the requirements to unlock are deliberately very low, so they serve as an extended tutorial.

The only part of unlocking which is somewhat slow is ‘advanced heroes’. The game has 4 basic playable heroes, similar to Slay the Spire, but the total of heroes is currently at 18. Additional heroes vary wildly in power, difficulty and depth, but any build possible with them is also available for main heroes, perhaps with lesser efficiency.

Thus, having few advanced heroes still locked does not affect the gameplay at all, since every other part of the game is already fully available.

Ascensions aka difficulty levels are not ordered in ‘ladder’ style like Slay the Spire, but instead are unlocked all at once and can be arbitrarily chosen before every run. I think this is much better design, and honestly wish that Slay the Spire (and many other similar games) would do the same.

Ascensions are softly grouped according to my own intentions of balance, with starting ‘zero ascension’ considered an easy mode, while the few ascensions tightening resource management are considered ‘normal difficulty’. Highest ascension is quite punishing, to the point that I myself prefer to play with the few of the harshest ascensions turned off.

In future posts, I will discuss specific examples of cards, items and heroes in game. It might be a spoiler for those who prefer to experience first-hand discovery of game content.