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@@ -463,13 +463,6 @@ Difficulty should affect systems through explicit multipliers and overrides:
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Avoid making difficulty depend on hidden rules. The player should be able to understand the broad promise of each difficulty from the menu.
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Suggested presets:
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- Easy: more shield charges, slower enemy projectiles, fewer spawns, generous drops, no score bonus.
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- Normal: intended baseline for first completion.
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- Hard: faster enemy projectiles, denser clusters, stricter boss timings, moderate score bonus.
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- Expert: highest density and speed, fewer retries or shields, strongest score bonus, intended for highscore runs.
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Difficulty should not change core controls, mission order, weapon identity, or story outcome. Secret victory may require a minimum difficulty if the final topic benefits from that, but the requirement should be visible before the run starts.
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Difficulty-specific mission overrides can be used when multipliers are not enough. For example, a mission may add an extra enemy cluster on Hard and Expert, or replace a boss projectile pattern on Expert. These overrides should be optional and declared in mission data.
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