yinjiu019 Posted January 26, 2025 Share Posted January 26, 2025 In the process of Klei's design, it is obvious... First of all, it was not designed from Wendy's perspective, nor from the player's perspective. This process and this result are quite confusing. In the update that fits the character, the most important thing is to clarify the personality of this character. So, I think we should start with "what Wendy wants". From the very beginning, there are constant little scares coming out of the grave, finding fake toys, but it seems that she has never been truly redeemed. Well-intentioned Wendy... just keeps on repeating this cycle. If there are more interactions instead of boring and meaningless mini-games, it can be better. In addition, convenient and cheap consumables can also greatly enhance the player's gaming experience. "Elixir", all for Abigail. Now there is an ability that allows Wendy to use it for herself. Unfortunately, all of them are things that make it easier for her to escape from death... Suicide has always been Wendy's strong desire. Then... what she wants most, as can be seen in the game... is to protect Abigail so that she won't be so vulnerable Now, Moon Abi has a 2-second pause after attacking, the rigidity of team spirit skills and other inconveniences, which are the most obvious shortcomings of the entire skill tree If Abigail can be made more flexible and "soulful", perhaps it can give players a satisfactory answer. Link to comment https://forums.kleientertainment.com/forums/topic/163434-a-brief-discussion-of-some-mistakes-in-wendys-design-more-than-just-balance/ Share on other sites More sharing options...
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