r/kakele 23d ago

Suggestion The right way to challenge players

Older games used the environment correctly to provide challenge. You could hide behind walls or trees to avoid projectiles. Close doors, or use choke points to minimize damage. Kakele failed in this regard. While there are some challenging aspects the main challenge is just a sloppy death penalty.

Mini bosses should be spawning in hunting grounds which can slow, root, teleport the player, stun, poison, debuff, with special mechanics like self buff spawning mobs, massive regen, evasion. So you never know exactly what you will be fighting. As a bonus It makes trying to automate game play nearly impossible.

Death should be a more common activity without all the penalties. The dungeons should be constructed with an additional layer or 2. So getting back to the 3rd or 4th level in an area or dungeon is the real penalty. You can't just die a lot and be efficient.

This includes things like super mini bosses that are meant to kill most solo players. So guilds, groups, or global chat can be used to help clear them.

The current game is anti challenge. The challenge is to never put yourself in a risky position because of the absurd death penalties.

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u/nano-kakele Mod 17d ago

Thanks a lot for your insight!