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Then, things that change based on the difficulty level will have their numbers divided by the difficulty.
In example, say the time that a wizard can be on screen before needing rest should change with the difficulty level:
if the game is on hard, the time will be halfed, on medium, remain unchanged, and easy, be doubled.
This could be applied to powerup/leveling benefits, the gmg's charge size(it could shoot really small bullets), the player's initial stats, and so on. (if the changes generated are too big, the numbers could become 0.75,1 and 1.5)
Roadmapped by ♪ (done)
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