Foon → Ludum Dare Explorer → Users → fosterboy123
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 42 | Running out of space | 👥 | MoodFood | jam | 158 | 3.83 | 3.64 | 3.48 | 4.00 | 4.08 | 3.75 | 2.51 | 3.50 |
Thanks for the amazing feedback everyone.
@triplefox personally I'm a huge fan of procedurally generated experiences so I won't let that one go! However, I do agree with you that the implementation of some things (like enemy spawning) leaves people frustrated and it's not an ideal solution by any means.
The trouble was coming up with a spawning system that would work within the constraints of an adapting space, but still add pressure to the player under any circumstance (for example, if the player contains themselves within a really small area, then the monsters need to spawn close to them to enforce a build up of pressure).
@triplefox so would you have dropped the crushers in a random free position that triggered a consistent fixed pattern from an origin point?
I think I get what you're saying and it sounds like it would aid knowledge and prediction based capitalization of the game, i.e. the player can learn patterns. But is that always a good thing? Isn't there an element of surprise to pure random when the mechanic it affects is inconsequential in the method of application of the random value? The tile drop pattern specifically, I don't know that it would make experience more enjoyable if the drop order was a fixed or predictable pattern as opposed to noise based.
I might try and add it to find out! I'll be sure to send you it if I do. Thanks for the feedback, your article was very interesting.