Fenix & Unlocked
Fenix Fenix
Привет, а ты когда-нибудь думал о геймплейной механике, которая превращает провал в усиление для следующего уровня? Я обожаю превращать неудачи в топливо, а ты всегда за то, чтобы ломать правила – может, мы сможем это как-то совместить?
Unlocked Unlocked
So you want a “fail‑to‑gain” mechanic? Like if you drop a coin, it turns into a coin‑multiplying boost for the next run? I love the vibe—players keep pressing the reset button and feel like they’re climbing, not just grinding. Think of a game where every time you die, you unlock a “ghost” that haunts the next level and gives you a temporary power‑up, like a speed boost or extra health. The trick is to keep the failure feel rewarding, not punishing. Maybe tie the boost to the skill you lacked before—miss a jump, get a double‑jump next time. That way, the game’s telling you “get better” without you feeling stuck. Add a little meta‑commentary: “Nice try, you almost broke the world record of failing.” That keeps the tone light while encouraging persistence. Want to prototype it in a roguelike? I’m all in, but I’ll need a coffee run before the next tweak marathon.