Balancing Drain has been by far the hardest part of designing Captain’s Gambit. Since the very beginning, Drain was meant to serve three main functions:
Allow passive captains (i.e. Puck, Rosalind, etc.) to “attack” other players without actually attacking them;
Prevent players from stockpiling too much energy (this really matters for keeping Prospero in check); and
Disrupt other players from executing their plans
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There’s an assumption in the film and game industry that a sequel to something you like should be equally-good or better than the original. Which… is definitely a fine hope, but a self-sabotaging expectation.
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Whenever you combine two games some of the original design elements aren’t going to work well together. As a result, some of these elements end up cut or scaled back. Cadence of Hyrule’s movement system is a pretty clear example of this. In classic Zelda games you can move fairly freely around the world, but in Crypt of the Necrodancer movement is locked to a grid and must be done in time with the music. Since these two movement systems are incompatible with each other, Cadence of Hyrule chose to ditch Zelda’s movement system in favour of Necrodancer’s.
But now that the core gameplay of Cadence of Hyrule has been created and tested (and we know that it’s excellent), I think that Brace Yourself Games should consider revisiting some of these design decisions.
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