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Juice Galaxy (formerly Juice World)

Floppy ragdoll rpg sandbox with physics-based combat · By fishlicka

Enemy(ies) who scale in difficulty with Juice?

A topic by Ryarod created Mar 15, 2021 Views: 208 Replies: 1
Viewing posts 1 to 2

The progression in this game has been very gratifying. Start out weak, fight off animals that come to eat you, spend the Juice you reap from them to level up and become strong, then become capable of defeating much larger and more dangerous foes - with enough levelling, possibly quite easily.

That being said, it holds interest for only so long before it begins to grow a bit - with pressing, very - repetitive. With enough buffing up, combat- which honestly seems to be the main gameplay element- becomes so easy the risk, challenge, and opportunity for improvement goes away.

Admittedly, best cure for this is to de-level or just start a new game. Another option I'd like to ask for, however, is this:

With the majority of bosses and enemies being the same, my idea I'd like to suggest is the giving  a mutation or other variant for common enemies, which causes those enemies' HP, damage, speed, and/or other stats, to rise proportionally to the numerically-represented amount of juice the player has.

This, perhaps, could stack on top of the Monster/Topography level modifier.

This would allow even top-level protagonists a challenge that grows with their own success, which in turn would give us improved reason to keep growing, in addition to our own stats, our weapon sizes/levels, and any other gameplay features which might become increasingly available to us as your vision moves forward.

(+2)

I think that part of the problem is that the game is still in development. A lot of the content that might spice up the gameplay loop simply hasn't been added yet. And if one stares into the juice void for long enough, the juice void will stare back (i.e. if you play a lot of any one game, it will become boring).

However, elite enemies are - allegedly - going to be getting unique AI in the future to make them more of a challenge. Whether or not elite enemies will scale to the player's level as opposed to just monster level is anyone's guess.

To go along with your idea, though, if Fish chooses to add biomes (which he's teased in the past) then perhaps being in certain biomes can have special effects on monsters, like having them scale in level according to the amount of upgrades the player has from their skill upgrades/weapon modifiers/hats, without the change occurring everywhere in the overworld. (This makes certain areas have increased/decreased difficulty that the player can seek out, perhaps with the promise of special rewards.)