>>8429701If we're going down the roguelike RPG route, I'd like to have 4 stages like the 4 checkpoints in original Fapland, but replace the 4 checkpoints with bosses.
There will be different routes per stage, which have different difficulties and rewards according to it. Each stage is more difficult than the previous stage, and they select randomly N works from M number of folders of difficulty.
However, it's complicated to determine the difficulty of stages and routes, so I suggest that to make higher stages difficult, the number of rounds is raised (higher stage = more rounds). And for starter, there would be 2 routes per stage, which randomly choose rounds from 2 difficulty folders.
Either route takes the rounds from all folders, but Hard route will take more rounds from Hard folder with a percentage. So we make it that each stage has its individual Easy/Hard percentage.
(Later stages = More Hard rounds). Hard route also has more/better rewards.
This may change if there would be more rounds that are in-between, it's just an example.
Other design choice for this stage/route thing is that Harder route has more rounds, but having number of rounds bound only to stages make it more consistent and customizable.
We should track which rounds are already finished as well.
Reward:
Each round gives small reward, boss gives better reward. This can either be a currency to purchase power-ups at a shop. Consumables such as saves (save the game, expensive), skips (skip a round, very expensive), rests (5s pause of video, medium), hands-off (stop grabbing for 3 seconds with a counter on the screen, cheap). I don't have any idea for permanent powerups atm.
Chests:
Occasionally there will be common/rare chests that give consumables or permanent powerups that you can choose to open. These have a chance to be a mimic (customizable) which takes a round from a Mimic round folder. This can replace invasion or coexist with it.