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avatar-Gors
Gors

08/11/13

I dunno, personally i think that some levels must be easy. Seeing this game as a whole, it just makes sense that it needs to have its share of easy and hard levels. Trying to articifially balance them kinda kills that purpose...

What I like though is to give those easy levels an OPTION to play it in a harder or easier difficulty. Like, setting so you can play a level with 1 heart and 1 kunai, or making a max of 5 hearts and 7 kunai. The reward for the player is then calculated according to the difficulty you chose: easy gives you few rewards, and hard gives you more rewards. This is also a rough idea.

also I think we'll have a difficulty rating system, and a tag system as well (so you'll be able to quickly browse similar levels, such as platforming, puzzle, action etc).

Also if the level is piss-easy with no effort to make it fun, these are marked as passage areas and will not be completable, until he takes more effort to make the level fun.

avatar-JermEx
JermEx

08/11/13

While I agree that an abundance of "carebear" levels would be bad. If all levels were Kamon levels I'd be unhappy too :P

I kinda like the idea of having additional difficulties though. Like enabling a curse on yourself which will increase your rewards or something.

avatar-Aldershot
Aldershot

08/11/13

Hey there guys.

So i was thinking about the meta-game of Kryll. Creators are rewarded by "likes" and from other players fully completing their levels. If the community as it stands now, wasn't so dedicated and admire challenging levels, the system would otherwise incentivise easier levels. Easier the level, the more 100% completion, and if kryll was more "mass market", a care bear level would more than likely garner lots of easy likes for giving away easy points.

So Kryll can track how many times a level is completed and how many times it's completed in full. It also features a live rating and comment system. I was thinking that...

...maybe kryll could use a difficulty rating and rewards based off of that. Every level start with a default amount of points rewarded. As map's "completion rate" is reduced the challenge rating raises, which also raises the reward for said level. Also, at every level's shrine, players will now also be able to give a difficulty rating of 1-10 (or what ever scale you want to use), which will also calculate into the level's difficulty rating.

This is of course just a very rough idea. Would love to hear what you guys think. Good? bad? possible problems? is this a solution? why?
This system could incentivise challenging levels, and also persuade people to play them more.

avatar-fervour
fervour

09/11/13

Personally I came into the game thinking that it needed easier levels which is good when new players join because they aren't running into a blockade and quitting after giving their first 2 levels a go.

But what happens once players are familiar with the game they tend not to enjoy the levels that are easy and therefore may not give a like to the easy levels that may deserve it.
Same goes with the hard levels, if a player can not finish it or takes a whole day to make that one jump, in the end he may not give a like to it, even though the advanced players breeze through the level and do enjoy it.

I also think that the player should not be awarded for finishing difficult levels but the creator should get rewarded for a like on a difficult level. or both parties get a rewards.

I DONT think players should rate it's difficulty out of 10, as economically this system fails because my 5/10 maybe different to [Gors]'s 5/10.

avatar-renboy
renboy

09/11/13

The game has areas of all kinds, from extremely easy to extremely hard (as you've all seen of course) - it is the nature of player generated content, and it is good because it caters both players who like playing in easy areas and players who like playing in hard areas.

Being a hard area does not mean it's a better (or worse) area then easy - that all depends on the player who plays that area - that is why the rating system has no connection to the difficulty of an area.

The tagging system we plan to have in the future will manage to tag the more extreme areas (difficult or easy), but that will be used by players to find out a content which they want to play (while someone may search for 'platforming, hard' someone else may search for 'pixelart, easy' - it all depends on taste and on what you want to do at that moment (even players who love extremely hard areas like to play an easy one from time to time).
That's why we do not want to give more rewards to hard areas (or any specific kind of areas) because it will tilt the world's difficulty in the favor of what we reward - as it stands now, the world is very varied and fun to explore because you never know what kind of area you will enter next.

We do have some very interesting plans to give more tools to players that will help them conquer (or bypass) even extremely hard areas - but that's a completely different story ;)

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