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(+1)

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?  

(+1)

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.

(+1)

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.