Posted December 14, 2021
Recently, I made a topic about level drain in RPGs, but it's occurred to me that there are also action games (that aren't generally considered RPGs) where it's possible to, in a sense, level down.
For example, take Super Mario Brothers, a game which most people here are probably familiar with. In this game, you start small, but if you pick up a mushroom, you grow big and can break blocks with your head. Once you're big, if you pick up a fire flower, you gain the ability to shoot fireballs, which is incredibly useful (especially for killing certain enemies you can't stomp, or when you're underwater (don't ask why fireballs work so well under water)). However, if you get hit by an enemy or projectile, you will level down to small Mario, losing those power-ups. (Getting hit when small is a death.) (Edge case: If you collect a fire flower when small, you grow big but don't get fire; this can only happen if you get hit after hitting the ? block but before picking up the flower.)
Cave Story also has leveling down. Each weapon has 3 levels of power, and if you get hit, your currently equipped weapon will lose some experience, possibly causing your weapon to level down. Weapons that level up faster level down faster, so it may take a lot of hits for the SMG to level down; on the other hand, getting hit while using the Nemesis will likely level it down all the way to 1. If you want to keep your Nemesis at max level, you'll need to avoid getting hit, or switch to another weapon before you get hit.
So, what do you think of this sort of mechanic?
For example, take Super Mario Brothers, a game which most people here are probably familiar with. In this game, you start small, but if you pick up a mushroom, you grow big and can break blocks with your head. Once you're big, if you pick up a fire flower, you gain the ability to shoot fireballs, which is incredibly useful (especially for killing certain enemies you can't stomp, or when you're underwater (don't ask why fireballs work so well under water)). However, if you get hit by an enemy or projectile, you will level down to small Mario, losing those power-ups. (Getting hit when small is a death.) (Edge case: If you collect a fire flower when small, you grow big but don't get fire; this can only happen if you get hit after hitting the ? block but before picking up the flower.)
Cave Story also has leveling down. Each weapon has 3 levels of power, and if you get hit, your currently equipped weapon will lose some experience, possibly causing your weapon to level down. Weapons that level up faster level down faster, so it may take a lot of hits for the SMG to level down; on the other hand, getting hit while using the Nemesis will likely level it down all the way to 1. If you want to keep your Nemesis at max level, you'll need to avoid getting hit, or switch to another weapon before you get hit.
So, what do you think of this sort of mechanic?