Jump to content

Some ideas to enhance Hunts


Recommended Posts

So, afaik, right now the hunts are pretty... structured, so to say. Each dungeon has a set amount of rooms you'll go through before reaching the (mini)boss. You'll only encounter enemies that are designated for the specific biome. And if Griftlands are anything to go by, simply creating "same run but harder"-type of frenzy levels isn't gonna cut it very much. We'll either end up with 4 sorta-balanced, highier difficulties or with 10 difficulties that get tiresome by the 5th one.

So, here are some ideas to enhance hunts without having to rely on frenzies (though these ideas could be incorprotated into and expanded by them):

1) Continue the hunt. So, Cult of the Lamb, the game that Klei touched not too long ag- half a year ago (time's flying). In CotL after you defeat the bishop boss once, in subsequent runs you get the opportunity to run through the dungeon 2 more times in one expedition. I think a simmilar thing could be implemented in Rotwood. After defeating the boss on lvl2+ frenzy you get to decline Fynn's offer to return to the Brinks. The first time you do it there'd be the sound of the heli landing and a cut to black (no need to aniamte the heli, just indicate with sound) and a small, sprite-based cutscene would play out where Flynn explains to you the dangers of prolonging the hunt, cut to black, the sound of a heli starting, back to gameplay.

The general idea would be that each room would now have 2 extra rots and that there'd be some new, universal enemies. Flynn would say something like "The scent of a dead Rot Boss will surely attract scavengers to you" during the cutscene. So these new enemies would be based on like, vultures, mushrooms and hyenas or something like that and they'd appear in every single biome when you prolong a hunt. The idea is that these enemies would be extra dangerous, hence making a prolonged hunt more thrilling. Furthermore these enemies could rarely drop materials needed to craft armor and weapons which would be extra good, hence why players would choose to prolong a hunt in the first place.

Another reason to encourage prolonging a hunt could be a chance to find more corestones and shops. Maybe there could also be some lore available only when prolonging a hunt. For example, since its more dangerous now, the potion shop and power upgrade guys would no longer be present but sometimes the ? would lead you to their abandoned stations where you'd find some notes with lore or something like that.

2) The second idea also implements universal enemies. This time around that is through adding some randomness to the hunts. So, Lethal Company, that game has a mechanic where each moon you land on may have a weather that will affect your run. Some thing but Rotwood, add some unexpected conditions that you are told before selecting a biome. Maybe it could be raining which will cause earthworm-based enemies to crawl out from the ground and attack you along with native rots. Or a migration is happening and wildbeast-based rots appear in the dungeon. Maybe a biome-sized teffra-detox could limit your choice of abilities to just one when completing a room with the ability-crystal reward. Denser plantlife which causes you to go through 1.2 the amount of rooms it usually takes to reach a boss.

Idk, I just feel like the runs in full build Rotwood should have more to offer than just the standard experiance, made harder by frenzies

  • Like 3
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
  • Create New...