Congrats buddy on getting the full version out!
I really like the idea of having battles happen right on the exploration map instead of switching to a separate arena. The four regions sound like they've got quite different challenges too. tho which region was the most challenging for u to design?
Viewing post in Deep Ward v1.0.0 — Full Version Released! comments
Hey buddy! First of all, thank you so much for taking an interest in my game! I’m really happy to receive such a thoughtful question as my very first comment!
If by “design” you mean the actual map layout, including tiles, objects, and how everything is arranged, I’d say the Graveyard region was probably the most challenging.
I wanted to create a gloomy, melancholic atmosphere that really felt like a graveyard. But using too many assets could easily make the map feel cluttered, while leaving too much empty space would make it feel a bit lifeless. Finding the right balance between the two was surprisingly difficult!
On the other hand, if you mean game design in terms of monster difficulty, item drops, and overall balance, then I’d definitely say the Forest region, which is the first area of the game.
It took me the longest to design because I really wanted players to have fun right from the beginning. I spent a lot of time thinking about how to make that first experience enjoyable and engaging. To be honest, I think I ended up putting so much energy into the first region that the later regions didn’t get quite the same level of attention. 😅
That’s something I’d love to improve over time based on player feedback!
I hope that answers your question! Thanks again for your interest and for taking the time to leave such a thoughtful comment. It really means a lot to me!
Wishing you all the best, buddy! 😊