A New Level Up System in my Roguelike Mobile Game
Alpha: Omnipresence Devlog #4
Here's another devlog in the series where I give my very first published game, Alpha: Omnipresence, a major makeover!
Levelling Up
I've experimented enough with the system of levelling up the player character based on how long they've survived to know that it isn't as rewarding as levelling up by eliminating enemies.
The concept before just didn't really push risk taking and rewarded safe plays a little too much. Instead, I should really be pushing the cooler mechanic of throwing enemies around the planet, making players feel strong, and give them that decision of when to play it safe.
So, throwing around enough enemies will reward players to get an upgrade, which they get prompted for to let go of the controls.
I've designed it this way, because I don't want to have an automatic popup at the wrong time where players could be surrounded by enemies and have to come back to it after picking an upgrade. This situation can sometimes result into the player not having enough time to react and dodge bullets when they could have done so before the popup.
By designing the upgrades menu to show up only when the players let go of the controls, players get control of when they ideally want the upgrade menu to show up and it adds in another layer of skill in the game.
(Re)Removal of the Health Timer
With the addition of a new user interface for the experience points to level up crowding the screen along with other design decisions, I am taking back my decision on "embracing the original health system" as I put it in the opening devlog of this series.
Who knows what else will change? Either way, the game will come out as if it's a whole different game.
Thank you again for tuning in.
// Video Version
August Contributors
Special thank you shout out to the following ongoing generous supporters of my work, making a difference in the world and mine.
- Laura Milligan
- Jacob Huang
- Andrew Abrook
- Faiz Prasla
- Armaigne Rivero
- Joshua Ravasco