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Budding designer, got some questions for the pros on upgrades... (Groups : Level Design Group : Forum : Level Design Discussion : Budding designer, got some questions for the pros on upgrades...) Locked
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Feb 3 2015 Anchor

I hope to heck this is an active group, if so it would be a godsend. I am making a game and feebling doing level design, some levels hit or miss and the game has a design doc with 4 levels already. Not final as I keep thinking the levels and game need more "omph" or reason to keep playing. Its not bad, the hook is okay now and that but what I am trying to wrap my head around is how can one make a levels, that can handle a system where you can purchase upgrades for your character and yet not totally break the game in doing so.

I like games where killing enemies gives you a reason, this game I am making is most akin to an action platformer, you kill enemies get money..but um why? I have no economy cause while I have ideas for upgrades, I am not sure how i could design that fact into future levels...

more collectibles out of reach until player buys upgrade and comes back to level is best I can come up with...

any good blog posts or literature on the matter? I am just spinning my wheels on what to do...

The game is online (meant to be played with a controller) but currently on line for demoning here:

Viciousbytes.com

info on it here:
Indiedb.com

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