Like I said last week, this week was all about starting our gameplay experiments. Our first experiment was designed to mimic Time Clickers. The world is made up of 5 arenas: 4 regular & 1 boss (right now we’re just focusing on the regular arenas). You have to kill 10 enemies to unlock the door to get from the current arena into the next one. Enemies can only spawn in their designated arena. They spawn in waves of 5, continuously spawning new enemies when the previous ones are killed. As soon as an enemy spawns it identifies you as a target and starts crawling towards you (hence the name Crawler). We wanted a way to continuously earn gold so enemies will keep spawning even after you’ve unlocked the next arena. After a bit of play testing we discovered that one potential problem with continuously spawning enemies is that there’s no downtime, it’s just constant action from one arena to the next. To add some more peaks & valleys, we did a test where each arena only spawned 10 enemies. Instead of grinding enemies, the arena will have red cubes that you can destroy for gold. These cubes will respawn (even after being destroyed), letting you grind for as long as you want before moving on to the next arena. If you prefer to grind enemies, re-entering an arena that you already beat will respawn that arena's 10 enemies. This is just one of the many ideas that we want to test out before making any final decisions on gameplay. Not too sure what the plan is for next week, maybe more gameplay experiments (possibly reducing it to 2 arenas instead of 5: 1 regular & 1 boss), maybe starting to play around with the enemy & player progression, or maybe something else completely different.