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Many people say that Cookie Run: Kingdom chose a very smart setup - on one hand, it has a vast universe with long histories, legends, power struggles, supernatural forces, and the eternal fight between good and evil; on the other, cookies are the sweet dessert that we see every day and associate with holiday, celebration, and happiness.
How do we do game balance? Some of them were very half-baked. The Oracle, forever, sucks in a fight, but it is 100% able to predict that it will suck in a fight. I still have a pile of my old issues, and they reliably make fun reading. At the time, tabletop RPGs were very much in their infancy. Barbarian, for example.)
This fighting game health mechanic is too fussy and unreliable for a busy shooter. So to survive fights for the first half of the game, you have to trust the level designers to leave enough health consumables around, Doom / Quake style. and I think this balance tuning is intentional. Limited regen (e.g. It would feel terrible.
It’s awesome to see some good messaging baked into its core gameplay. But for this game, they layered in choice – fight enemies to make your character stronger, and avoid ones that are too tough. Which is a difficult balance to strike. And we don’t see this often enough in games. What doesn’t kill you makes you stronger.
As you and your fellow monsters toss around the village king, you attract a steady buffet of adventurers who try – poorly – to put up a fight! No downtime, renewed fun in each game and perfect balance regardless of the number of players. Baking/Kitchen. You are a fantasy monster trying to sate your insatiable appetite.
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