Im designing a tactical rpg/management game. The dungeons work similarily to those in "the darkest dungeon": You enter a randomized dungeon and will try to "complete" it (get the completion reward) without loosing too many heroes.
I would like the completion reward to actually make sense. In darkest dungeon you just "got" some loot once you completed the objectives (such as exploring 80 % of the rooms). No explanation to where those items came from.
I have only two type of dungeon goals that makes the "completion reward" logical:
- Kill the dungeon boss (in that room the boss has a phat treasure chest with the rewards)
- Find the dungeon treasury key and treasury (once you find it the rewards are in that room)
Other type of objectives such as "kill all enemies" or "explore all rooms": here it's less obvious why the player is "rewarded" with loot (gold, nice swords etc). Any idea on how to expand the working goals or fix the non-logical ones? I'd like to keep "finishing" the dungeon much more rewarding (since higher risk) than to just try out the dungeon and run away.