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(+2)

Hero Backers by Negative Zero

Hey there Negative Zero, thanks for submitting a project to the 2022 IGMC. I'm Drifty and I was asked to judge your game in round one of the game jam. Here's some feedback about your project. 

I enjoyed the humorous writing through-out this game. Although you missed a nice moment when you could have given a Banana instead of a Bandana when explaining the weapon/armor/accessory slots. 

I like the idea of resurrecting fallen heroes of a long time ago. Once again the writing is really good and you do a great job in keeping the player interested in the dialog. 

I find the encounter rate to be a bit high especially in the first area you get to walk around as a party of three. Consider lowering it? You could also increase the party's escape ratio so that we don't fail to escape so often. 

Maybe increase the healing power of the healing spells, they seem more like a waste of a turn. 

You could copy paste transfer events to span more than one tile in areas that have large hallways to make a small quality of life polish improvement. 

The large maps and high encounter rate combined with the dead ends make this a more grindy experience. 

Taking the limited resources into account and low heal power the player winds up soft locked on the exploration map without the ability to easily run from fights. 

This game is a slow inevitable 'grind the player down' until there is nothing left adventure. 

I find the writing on the descriptions of items and skills to be clever and funny. Nice job with this part of the project. 

Keep making games, I hope that you've had a learning experience with the process of making this project and I look forward to seeing the things you work on in the future Negative Zero. 

-Drifty

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First off, thank you for the feedback. Second, I do apologize for the problems with it. As a creator the one thing you want is for the player to fully enjoy your work.  Yeah, stories I've got out the wazoo, but I admittedly have a hard time with enemy stats and the other parts like that.  I've tried to do things like take the player class stats and go off of that or group  monsters into power categories but it always comes out odd.  In your opinion would a percentage based healing system would work better? Like 25% to 50% to 75% to 100%? 

Do you have any good formulas or rules of thumb for how you calculate foe stats and encounter rates?  

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When it comes to determining how much healing to apply you could do both if you're not sure. A 'light heal' would probably be around 25%, regular heal around 50% and a heavy heal would be around 75% if you're going percentages. For the encounter rates I would play test your game a bunch of times and ask yourself how it 'feels'. Does it feel like you get into combat too much? If so, then increase the steps needed for an encounter to happen.

For balancing stats it's the same approach. You will end up playing your game much much more than anyone else if you're doing it right. I like to set one thing in stone and then balance the other around that. For example, decided the actors/classes stats curve and then don't change it much. If the enemies take too many hits to kill, you adjust the enemies hp and defense at that point. If you keep changing actor/class stats and ALSO enemy stats you will balance one fight and break the next.

Anyway keep up the good work.

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Makes sense, the best way to know is to experience. I'll go back and keep at it until it gets to where it needs to be.  I know that I can't upload the changes until the contest is over but I hope that when I can get it updated you'll give it another go and see what all I've been able to fix.