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It's possible things may get shaken up a bit in later levels. I did want to keep the initial levels fairly straight forward to ease learning curves. I'm not sure if I will be expanding on the "help" sequences specifically , but I do like the idea.

I suppose one of my biggest reservations on them escalating is that it gives incentive to the player to let your ally die/lose. While I don't think "lose" mechanics are inherently bad in H-games, I feel like it doesn't work in favour of Starbreed's structure. This is just how I feel about it, though. That being said, that doesn't necessarily mean the "help" mechanic can't be expanded on.

I would think the tradeoff would be your passive and active abilities from that ally would be disabled for a time (really, their active should be disabled while they're grabbed in the first place when I think about it). That said, I do understand not having them escalate. The earlier points I brought about them simply being attacked more often should be good (maybe an option adjusts how often they can be attacked? I dunno). Especially if it can happen during boss fights, since that would make them more dynamic. Hell, you could go a step further and add special boss help sequences, though I understand that'd mean adding more animations and such for something like that. But yeah how the game does the help mechanic is cool, so I wanted to bring it up.