In place of players having lives in a Dungeon Run that causes them to lose the run after X lives are lost. Players are given a respawn timer of Y seconds, where after Y seconds, they respawn at their most recent checkpoint. An additional flag can be added that results in a Dungeon Fail State if all active players in the lobby are waiting on the respawn timer. For singleplayer runs, this timer still exists and can still result in a Dungeon Fail State if the single player dies in the run, however an additional field or condition can be added where if the run has only one player in it it will consume Xamount of lives again before reaching a Dungeon Fail State. Opportunities for revive items or player revive mechanics could be explored as well.
Alternative Death Handling Option
#10083 opened by CarrotChomps 1 week ago
CarrotChompsreported this suggestion
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