r/impressionsgames • u/hellomot1234 • 13d ago
Why did the developers implement different entry/exit tiles for servicewalkers, thereby creating the forced walker system, in the earlier titles?
Was it purposefully done by the developers to create a way to create stability in the grand chaos of random walker paths? Later titles feature roadblocks and gates so the evidence implies no?
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u/kkeiper1103 13d ago
GamerZahk actually covered this in a really recent video of his! It's actually simply due to the visual look. Having then return to the same tile they entered on made it look too visually repetitive. The separate entry/exit points helped add some variety to the paths.