In my team's game, when we were discussing some aspects of the game we were talked about balancing the game without even meaning too. The game would be, as the chapter described, asymmetrical, since there the game is also about exploring the villages to be able to defend them. There is also the fact that there will be more enemies than the player and with bosses the enemies might have a slight advantage over the player.The challenge vs success factor is also there as the player will have to choose between having abilities early on in the game but them not being very powerful end game, or toughing it out most of the game without abilities and later get power abilities at the end. Meaningful choices also come into effect as when the player has to decide what are to level up and make put more defenses, as the defenses will help the player to protect the villages, but they come at a cost, so which upgrades to pick are important. Skills will be important as they player will have to be able to protect the village himself and be able to kill the monsters quickly and effectively, then again the chances come into play as where, when, and how many of the monsters will attack in any wave. The game we are thinking of making it short, but with no end so the player can continue to fight waves and monsters, while getting the chance to upgrade all the options. The rewards for fighting the monsters will be the experience points, abilities, and upgrades that the player will receive. Many ideas have come up as only getting power ups in specific areas, or the player gets more points by personally killing monsters compared to the defenses, and as stated before how powerful are the abilities acquired from the monsters depend on how long they wait to get said abilities. The punishment will be also dependent on the population and building score. If too many civilians are killed the village stops trusting you, and if they all die, then the game is lost.
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