mossyquartz
Senior Squid
I've seen many people say that the game looks way too easy, other say it seems way too hard. What do you think?
Definitely gonna be octo expansion 2.0. I saw your video analyzing the splatoon 3 single player campaign and it gave me a look at the single player story from a different viewpoint :)I've seen many people say that the game looks way too easy, other say it seems way too hard. What do you think?
I'm kinda worried it'll be too easy, since the recent gameplay tweets shows a higher floor (floor 26 if I remembered) and whoever was playing swept through the whole thing at around 30 seconds. Really hoping that was the easy difficulty for that floor bc if side order is too easy its gonna get stale fast I fearI've seen many people say that the game looks way too easy, other say it seems way too hard. What do you think?
Getting the upgrades will be optional, and even if you unlocked them, there will most likely be an option to reset the upgrades to 0 anyway, this was definitely the case for the previous single-player modes.My biggest concern is that I'm a grumpy old man who likes old school Roguelikes but sees modern Rogue'lites' as a bastardization of what Rogue (1980) stood for. I don't want a game that I just grind until the unlocks carry me. I'd like to try playing it without using persistent upgrades at all, but I don't know if that will even be doable when the game is obviously going to be designed and balanced around grinding.
Best case scenario, maybe there's an unlockable Hard Mode after you've won a normal run, one that has true permadeath and is designed around it?
I don't see how self inflicted challenge runs to spike the difficulty won't be possible, theres people out there that make a living on yt making vids like "can you beat octo expansion without firing your main weapon sunglass emoji"But is the game designed and balanced in a way where that's actually doable? That's my concern.
I'd be willing to bet they structure it as a "bad ending = you picked only easy floors neutral ending = you picked easy/medium floors only good ending = you picked mostly hard floors" and the last 6 slots are a final rush at the end leading up to the final boss(similar to how Slay the Spire structures it, in order to get the true ending you have to have beaten runs with each 3 character and then in a fourth run go out of your way to get 3 keys by doing 3 different tasks to unlock Act 4)I hope that it has way to vary or extend the difficulty along with good motivations for doing so. I figure that since there is story content they won't want it to be too difficult to complete a basic run, but there are ways satisfy people looking for a more of a challenge (like me).
I'm really curious if there is a way to extend a run past 30 levels. There are 36 slots on the color pallete after all. My dearest wish is that they have something like a daily challenge (where everyone gets the same starting options and the same map/mode sequence except it's only available for limited time window you can only play it once) along with leaderboards. I love having those in roguelikes since you can hop in once a day, play a run, and then see how you did compared to your friends as well as the community as a whole.
i’m really excited for its rougelike gameplay!! from what we’ve seen it seems just a biiit too easy, but you never know until you try!! im more interested in how strong you can make agent 8 by floor 30I've seen many people say that the game looks way too easy, other say it seems way too hard. What do you think?
I honestly don't think they will have a bad/good ending structure. That's not been something they've had in any Splatoon game as far as I'm aware and so far they have had a single cohesive narrative, with the exception being that you can change how the player character looks (ok technically there are "bad endings" if you fail the final bosses of Octo Expansion and the S3 campaign but I consider that more of an fail screen than a proper end).I'd be willing to bet they structure it as a "bad ending = you picked only easy floors neutral ending = you picked easy/medium floors only good ending = you picked mostly hard floors" and the last 6 slots are a final rush at the end leading up to the final boss(similar to how Slay the Spire structures it, in order to get the true ending you have to have beaten runs with each 3 character and then in a fourth run go out of your way to get 3 keys by doing 3 different tasks to unlock Act 4)
it would give additional replayability value for a side mode that otherwise would be very story light in contrast to how much they're hyping up the mysteries of the mode(how did inkopolis square lose color? what happened to Marina? etc), in a genre where putting narrative cohesion is already difficult because of how the genre is structured(and replayability is something they keep bringing up as a selling point, idt they'd highlight it so much just because its made in a roguelike structure)
I really hope there's something to 100% too!! I love completing everything :3As long as every single difficulty in Side Order is beatable to make it possible for a 100% completion, then it's all good for me. I have already 100% Return of the Mammalians in its entirety and I intend to do the same thing for Side Order.