I get that some tedium is intentional for difficulty, but tedium from overall gameplay loops are much more fun than vs physical actions (like slow, repetitive UI tasks). If a challenge is not rewarding and doesn't add any strategy, it is just a hindrance.
In roguelikes, for example, the repetitive gameplay loop is engaging because each run is different and the choices matter.
But if the tedium comes from having to press one skill 100 times or slowly select things one by one, it doesn’t feel like a rewarding challenge—it just feels like busywork.
xpygo
Recent community posts
Got this error when character got stuck in between the wall and the slopes on the side that lead you to the flippers
ERROR in action number 1
of Draw Event for object obj_virtual_controller:
Unable to find instance for object index 110984
at gml_Script_anom@267683@Effect_Bomb_Boots@scr_effects
##########################################
##########################################
gml_Script_anom@267683@Effect_Bomb_Boots@scr_effects (line -1)
gml_Script_broadcast_event@anom@1185@EventManager@scr_global_defines
gml_Object_obj_virtual_controller_Draw_0
Not sure where the game is at right now but man it desperately needs some balancing. Going from level 1 where the enemy can just burn you down with ranged spells as you make your way across the field only to die when you get there because you can't draw any more cards feels bad. But what feels even worse is going up against 20 bubbles and 2 sharks that are stronger out of the gate than the character you have been leveling by killing the bubbles over and over and one shots him.