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I wanted to know: for updates, do you plan on adding floor after floor or do you plan on adding a big chunk?

I don't remember in what post you talked about this, if you did of course

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Floor after floor, but I also have to work on a whole bunch of new maps for the inbetween of floors. The road connecting Tolbana to Floor 2 has a total of 15 maps (currently working on one of those, which contains a boss encounter called "the Collective". (just to be clear you're only required to pass through 6 of them to get to Urbus, they branch out a lot).

It's related to the same philosophy of lengthening the dungeons, like I did for Illfang's: Much of the challenge comes from forcing the player to travel continuously with dwindling resources.

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Got it.  And one thing about resources, i think you should put a limit in how much you can obtain. You have too much available all at once, be it exp or itens/consumables;

You can actually keep farming and/or buying  herbs and such, then get easy money crafting potions and selling them. That's how i bought the house in the 1st floor btw.

The prime example being the unlimited amount of exp you can get, for people who like RPG and don't mind grinding like me the game simple get too easy after some time.  I beat Illfang in just a few turns  in my berserker playthrought because of this;

If you don't mind an idea, you can make the mobs stop appearing in some area after you've killed enough of them, like they got scared of you. And then make they reappear after a long time without killing them there. It's good for balance so you don't need to make the bosses way stronger.

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I'd have to implement a real time system for over-time enemy respawns. I've thought about it many times, specifically for herb respawns.

The thing is, for people willing to grind, almost all RPGs eventually fall victim to low difficulty. There is the issue of no other areas being released for now so you have no incentive to hurry away from an area anyway, but I don't think there will ever be a final solution to balancing the game for grinders. The only way would be scaling enemies which I absolutely hate when I see it in games like Bethesda's, and I don't want the world to feel too empty with non-respawning mobs, other than the most aggressive ones like the kobolds.

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Unfortunately that's the truth. For people who grew playing nearly impossible RPGs, the new ones turns a little bit to easy to face.

The good thing is that i can appreciate the story a lot more without corcerning myself with surprise bosses or dungeons, 'cuz i'm just too strong for them.