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Level Curve

  • 30
    Posts
    9
    Years
    • Seen May 30, 2020
    One thing that can make or break a hack is the level curve. You generally want to make the wild Pokemon, random npc trainers, and most of all, the rival battles, Gym Leaders, and other noteworthy battles maintain a steady difficulty curves, while also making opponents steadily get stronger and keep a sense of progress for reoccurring battles, like with rivals. You don't want to make things too easy, but it is also good to avoid sudden difficulty spikes. What do you do to maintain a steady level curve?
     
    I've got no specific formula for this, but I try to adjust difficulty/levels as I play. Of course that's never really accurate, so feedback from people who have played or beta tested it is very helpful. If people complain about something being too difficult, I try to lower the levels by a bit. I wouldn't want to make my hack too easy as challenging parts can be rewarding, but from my experience, a hack is generally more enjoyable if it's on the easier side. For people who like a challenge, you can make up for this by including optional, harder battles with good rewards.
     
    All i can say it should be easy early. i have played several hacks here and notice that the initial playing curve is really hard, since moveset are still shallow. i suggest that the grinding should be in the tail end of the game and there should not be a huge spike in level but in items, movesets and opponents.
     
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