Nutmeg
Arcane
Also in case devs are reading here (hey you never know), here's some things you can do that will push the players in the right direction, who will then push you in the right direction, to tighten the game:
1. Come up with a ranking formula that makes sense (why do I get perfects, even though I take losses?). Action time taken (less is better) and player characters out of action (again less is better) would be a decent start. I personally like the power and technique formulas used in Days of Ruin. Copy those.
2. Allow players to see and input the random seed used for enemy spawns when playing missions.
3. Allow players to temporarily down-level their characters (i.e. select their char level freely up to their achieved max level).
4. Add level requirements for masteries.
5. Now you can add leader boards for mission × seed × max character level e.g. I could see leader boards for 31V (seed 7832) @ level 35, and I can see e.g. that top score is 6774 or whatever completed in 1220 AT.
For simplicity, you could just turn the recommended level into a level cap e.g. you couldn't play 31V above level 31, that way you don't need to have a separate leader board for character level. You could also tailor the player experience better that way.
The data you'd get from this would be invaluable in terms of making really awesome maps for players.
But who am I kidding? Sound, competitive single player game design in 2022? Devs will probably just add some kind of doll crafting or whatever with 10 maps for hunting dolls for doll masteries and crafting ingredients or whatever instead
1. Come up with a ranking formula that makes sense (why do I get perfects, even though I take losses?). Action time taken (less is better) and player characters out of action (again less is better) would be a decent start. I personally like the power and technique formulas used in Days of Ruin. Copy those.
2. Allow players to see and input the random seed used for enemy spawns when playing missions.
3. Allow players to temporarily down-level their characters (i.e. select their char level freely up to their achieved max level).
4. Add level requirements for masteries.
5. Now you can add leader boards for mission × seed × max character level e.g. I could see leader boards for 31V (seed 7832) @ level 35, and I can see e.g. that top score is 6774 or whatever completed in 1220 AT.
For simplicity, you could just turn the recommended level into a level cap e.g. you couldn't play 31V above level 31, that way you don't need to have a separate leader board for character level. You could also tailor the player experience better that way.
The data you'd get from this would be invaluable in terms of making really awesome maps for players.
But who am I kidding? Sound, competitive single player game design in 2022? Devs will probably just add some kind of doll crafting or whatever with 10 maps for hunting dolls for doll masteries and crafting ingredients or whatever instead