@coffbea Have you considered adding character limits? so for example only 2/3 people can be one character at a time
It might be annoying, but it's a much better solution than having to compromise on how fun or impactful a character's design is just to take into account stacking
@RaypEatNanaya@BOENSAW Great that it worked for you but if there's a solution that works for everyone else Including You (which there is) then it's simply the way to go
@RaypEatNanaya@BOENSAW Read the rest of my original thread
And again having runbacks isn't necessary for breaks because there's a billion different solutions to that, that work for way more people while making more sense
@RaypEatNanaya @TonyLeite5 @BOENSAW ALSO For clarity by "runbacks" I'm talking about having to journey your way to the boss from a far checkpoint each time you die, just in case you interpret it as just exploring the game in general which isn't what I'm talking about
@RaypEatNanaya @TonyLeite5 @BOENSAW There's all the room in the world to have the fun of optimizing routes, it doesn't specifically have to be Runbacks
@RaypEatNanaya @TonyLeite5 @BOENSAW require a lot of platforming, fighting enemies and exploration before you even get to the boss, I can't imagine Runbacks being the deciding factor of having the pacing be great in this game when it clearly does so much to ensure that it's solid
@RaypEatNanaya @TonyLeite5 @BOENSAW Ohh if your concern is more-so pacing rather than "breaks" this is def a different problem
I get where you're coming from but honestly adding Runbacks for the sake of pacing is at best lazy
But if anything Silksong is already paced great without it, most sections-
@RaypEatNanaya @TonyLeite5 @BOENSAW And that's great but for a lot of people it made things far worse and that's the issue
Because that specific problem doesn't have a Singular solution here, taking a break could be a million things, even as simple as just pausing the game or returning to said section later
@RaypEatNanaya @TonyLeite5 @BOENSAW I think what you're ultimately getting at is that because fights are intense these runback sections function as a break from them?
I absolutely agree that people often need breaks in between fights, but runbacks being the "break" are absolutely not the way to go about it
@RaypEatNanaya@BOENSAW Intense boss fights are all bout thinking though? (learning patterns, memorizing timing, etc.)
Besides having "as much time as you need" doesn't automatically mean there isn't a struggle, that doesn't make sense
@BOENSAW it's why you see people complain about those "30 second runbacks" yet rarely ever the path of pain or the white palace even though they're WAAYYYYY HARDER than those runbacks combined
@BOENSAW Because there's a major difference between learning curves and just plain repetition and having sections that prevent learning curves which is what's fun about difficulty in the first place is plain tedious