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Anonymous /v/716245550#716282036
7/24/2025, 5:53:56 AM
>>716271553
>How do you feel about the Turnwheel/rewind mechanic from the recent games?
I understand why it exists, it just feels like a lazy solution to the problem of players feeling frustrated over perceived blindsides or bad luck.
>Should it be part of the plot?
Going off the examples we have so far, I'd rather it just be handwaved like in SoV. If it's important to the plot you just end up with questions of "WHY DIDN'T MAIN CHARACTER TURNWHEEL WHEN *BLANK* PLOT BEAT HAPPENED?"
>Do you want it gone entirely?
Honestly, yeah. I'd much rather IS lean into the permadeath thing more again (Awakening kind of fucked things up in that regard by heavily punishing players for losing units by locking entire characters and chapters behind units getting S supports and it's been downhill since then for permadeath) and more directly create solutions to the problems it can cause (give the player more units and more evenly spread throughout the game aka don't do what 3H did, allow the player to recruit generics if they run out of actual characters, add actual acknowledgements in supports and the story for specific character deaths to make said deaths feel like they actually matter and to maybe encourage players to play through character deaths just to see what happens). I know they've played around with how the permadeath thing interacts with gameplay before, but locking entire characters and chapters behind murdering your units isn't really the most graceful solution.