Overview
Company goal
Provide robust and engaging challenge for players, with duende and emphasis on the fragility of life, in addition to the freedom to create and gift items for friends
Hypothesis
If we introduce an injury system on top of the mobility system, players will find it gratifying when they are able to create things after successfully navigating the world, collecting items, crafting items, and placing items.
Success State
More than 90% of initial playtesters find the injury system to be fair, intuitive and balanced, and complementary to the gameplay of creating and interacting with friends.
Plan for Failure
If players find the injury system to be too restrictive, such that it primarily determines the gameplay aesthetic over the ability to create:
- introduce different difficulty modes
If players find the injury system to be balanced, but also want to be able to play and create without injury constraints:
- Allow players to play with an immortality mode
If players find the injury system to be bloated:
- consider how well the injury system is communicated to the player, through gameplay design and interface design
- pare back
If players find the injury system to be unintuitive:
- consider how well the injury system is communicated to the player, through gameplay design and interface design
If players find that the injury system is counterintuitive or contributes to ludo-narrative dissonance:
- examine the gameplay loops and redesign the injury system