Smol thing - #10483
Conversation
My Info DumpI don't necessarily need a response, just want this to be considered and implemented in some way if not already planned. Maybe I'm jumping the gun on this, but better early than late. It relates to this:
While this might be ideal for testing, developing a skill ceiling for Monika, and for players that keep winning or win more often that not, I don't think this is ideal for players that keep losing or lose more than win. Rather, I think it should adjust difficulty based on if the last game was a win or loss, like with chess and pong. Especially if you already have a dynamic difficulty capability for Monika to adjust how well she plays. Even this game depends on some skill and how optimized the strategy is, or there wouldn't really be a need for an algorithm beyond just random guessing. But not all players are going to use the most optimized strategy, and as such I don't think Monika always should or always have her sole goal being to win at all costs. But on the other hand, for those that do win a lot and are likely using such a strategy, Monika can play better, and ideally adapt to be around the player's skill level so she can play better or worse as appropriate. I'll also reference a quip that it is planned to have her make:
Exactly this, but applied the other way as well. She can return the favor or do so herself as appropriate. Rather than playing in a competitive tournament, players are playing with a girlfriend, and this will make it seem more informal, genuine and fun. Even if this will take some time to implement properly, it's worth it in my opinion. |
Just a smol change
Info dump
Summary
I did around ~700 tests myself and ran around ~25k auto tests on my machine, everything looks good, but I could miss something during squishing or some hard-to-notice-bug. This should go unstable first and get tested there for a few weeks.
Testing
You will get some questions about the game, I'll answer on discord and help with debugging, explaining logic and controls.