

So the idea is theain draw of the game is its like Stardew BUT you only play 12 years, you marry during year 2 and the rest of the 10 is raising your kid as well. I have an ambitious idea for a Stardew/Moon type game but making it "uncomfy". Tl dr go play a bunch of crawlers and analyze them in a critical fashion and take away the things YOU think make them fun to play, then apply them to your own game design. Encourage autism and don't try to nerf the sorts of overpowered combos that you didn't expect (massive damage multipliers, etc) since finding these and exploiting them is a joy on its own.

Make a few things a bit overpowered at any given time to evolve the "meta" across each section of the dungeon/floors/etc. Price items just a bit higher than is ever comfortable. Don't be afraid to make bosses err on the side of unfair, but not to the extent one must grind to fight them.

foes that are weak to certain attributes, statuses, foes with gimmicks you must work around, etc).
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Make each battle count, and no matter how silly it is, encourage full use of the game's mechanics to punish laziness within the expected power range of a given zone (ex. Part of the joy of dungeon crawlers is that while you map out your surroundings as a matter of course, you grow more and more used to them and learn them like the back of your hand as you build your way up towards going deeper on each successive trip. Take advantage of the good feeling that comes with making it progressively further into the dungeon on limited supplies.
