@AnimeGunSkins@XilehPNW Of course. It depends what’s the intended target audience. Then you balance for them. And you can still add some bonus sections, with increased challenge, to cater to more skilled players.
@noio_games For keeping car rotation or not, can be tricky. Connecting menu and core mechanics like this feel a bit off, it makes me keep it in mind all the time during gameplay. Can work, but then it probably needs to be used in level design, and maybe even as separate deliberate feature.
Throughout the development of No Rest for the Wicked, I’ve heard a lot of well-meant advice like:
“Don’t add housing, it’ll ruin the game.”
“Don’t add crafting, it’ll ruin the game.”
“Don’t add co-op, it’ll ruin the game.”
“Don’t add PvP, it’ll ruin the game.”
“Don’t add the Crucible, it’ll ruin the game.”
There were countless others I’ve already forgotten.
My best advice to designers: follow your gut.
Listen carefully to feedback, really listen, but if every fiber of your body tells you you’re onto something, chances are that you are. Design by fear leads to safe, forgettable games.
Adding features for the sake of adding features is a mistake. But if an idea fits your vision and you genuinely believe you can make it work, don’t let doubt from the outside stop you.
There will always be naysayers.
Just because they can’t see it - or wouldn’t dare try it - doesn’t mean you shouldn’t.