Artificer's Tutorial Area
Will: The small area of rooms on each side of this gate are meant to act like a frustrating barrier to players.
Will: Slugcats with standard mobility will find themselves blocked by tight jumps, ugly ledges,
and a high karma gate once they reach the top. Along with an awkward to use shelter.
Will: Players coming from shaded will need to use wall spears, and navigate around miros birds, or cross a crumbling bridge in the dark.
Will: While none of these paths are brutally hard or unforgiving, they are at least irritating
and unwelcoming to inexperienced players. The point of this is to create a segment where slugcats
with enhanced mobility can shine. In particular, Artificer's explosive jump mechanics.
Will: Players passing through this room from the start of the campaign will be blocked from using
the flooded path, and be forced to make jumps that only Artificer can. As well, the high karma
gate presented at the start of their campaign is easily overcome by their karma mechanics.
Will: Sometimes the best choice in design is to create an unwelcoming situation for a player. To which they
can succeed, but the cost of doing is either experience, or to return with the tools required to do it easier.
Will: In this case, Artificer's tutorial is not a friendly place for normal slugcats.