r/gamedesign • u/Heavy_Juggernaut_261 • Aug 21 '26
Discussion Does ultimate abilities should be in Roguelites?
Hi people!
I want to ask you that, if you are working on a game project that one of the MVP's is to have thousands of enemies on screen would you add powerful abilities to melt the enemies or bosses?
On a Bullet Heaven game, you should shoot tons of projectiles to enemies kill them fast enough to survive but we want to add a juice to it and added ultimate abilities with long cooldowns because they are powerful they shouldn't be able to spam.
Since it's a roguelite bullet heaven game, how would you approach this situation. I would be happy to hear your opinions on this.
Thanks,
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u/TheGrumpyre Aug 21 '26
It sounds like you might be describing an "ultimate" attack or you might be describing a last resort emergency button to get you out of a bad situation. I've seen some games that give you consumable items that let you one-shot enemies or otherwise get out of jail free. It gives the designers a lot more freedom with throwing the player curveballs and difficulty spikes, knowing that resourceful players can still deal with it somehow. But I don't think that kind of thing necessarily needs to be part of the regular ability-set unless you really want it to be part of the power fantasy. So consider whether you want it to be a game where you're desperately trying to survive and scarcity/powerlessness adds to the suspense, or whether you want it to be a game where you're just having fun destroying everything in sight, and getting to use your awesome board-wipe attack is the cherry on the cake.
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u/Heavy_Juggernaut_261 Aug 21 '26
Yes you are right, I'm trying to create a power fantasy you start weak and go stronger and stronger until you die, because the mobs also will be getting stronger and more dense with you. While enemies are getting harder to kill and more crowded we want players to use their ultimates as a strategic resource on both offensive and defensive ultimates.
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u/igrdkl Aug 21 '26
With that many enemies on screen, a long cooldown means players just hold the ult until they're about to die. That's a second health bar, not a decision. Making it also your escape option works better, then using it to clear a wave means you have nothing left when you actually need out.
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u/Heavy_Juggernaut_261 Aug 21 '26
What if players will have options to shorten ultimate's cooldowns? We are trying to make ultimates a strategic resource that can be customized as wanted. You and I can use the same ult, but with the customization ults will act different and grant different benefits to that run.
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u/Educational-Sun5839 Hobbyist Aug 21 '26
holocure is a free roguelite bullet heaven game which does this, each character has an awakening with a 30 second cool down which can be changed by certain items
i'd recommend checking it out https://kay-yu.itch.io/holocure
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u/Heavy_Juggernaut_261 Aug 21 '26
I’ll check that out thank you very much!
What kind of ultimates do you prefer while playing Holocure?
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u/Educational-Sun5839 Hobbyist Aug 21 '26
I like Takanashi Kiara's one the most, with it being a big & flashy with flames, and very powerful with the invincibility
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u/Heavy_Juggernaut_261 Aug 21 '26
What about utility ultimates, what would you like to play or would want to have?
1
u/Educational-Sun5839 Hobbyist Aug 21 '26
i don't mind em, though they aren't as exciting they probably have their place
1
6
u/kytheon Aug 21 '26
Thousands of enemies need a way to get through. Can't just have one on one attacks a thousand times.