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As the dungeons go on, balancing becomes a lot more difficult. Level difference start mattering less and less, so the difference between the player at the start, and at the end of the combat are much lower. You should expect balancing issues to exist in new dungeons more often now. I still hope to one day add an actual hard mode where I don't have to care about handing out a casual experience. For this one though, I think I'll move the pony gear to give DEF upgrades and increase the attack of the enemies, that should work. I might get rid of the good horse / bad horse thing alltogether.

For dungeon 7, I like the idea of an infinitely repeating training area with some of the gear delivering enemies at the side. I'll also add a full loadout in a chest somewhere. I don't think the blinders are a problem though, since it requires your entire team to be equipped with blinders before you are completely vision locked - otherwise it's just a way to force you to change your first partymember - and as you mentioned, that is unlikely to happen unless you opt-in for it. Finally, I'll also make it so Grace accumulates just from walking around in ponygear, that should also make the boss more difficult.

From both your posts I've also made the plan to implement some changes to other dungeons. I'll be adding some shortcuts to 4 (make the metal bars open from one side), as well as an extra move for the enemies and players at high mummification. For dungeon 5, I plan some more flavor text and moves for penis envy, as well as harsher drawbacks for wearing a cramped chastity belt. I had a look, and unfortunately adding new dungeon specific stats breaks save compatibility, so I'll just opt for adding plugs with more diverse effects rather than an anal training stat.

As always, thanks for the feedback!

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Level difference start mattering less and less, so the difference between the player at the start, and at the end of the combat are much lower. You should expect balancing issues to exist in new dungeons more often now.

One way for balancing in later levels would be the use of the unique dungeons mechanics. E.g. you can only hurt the Boss or prevent some bad mechanic, if you reach a certain point of transformation, a specific status or got a high amount of a specific stat. Generally speaking some condition the player has to archieve in the dungeon to be able to beat the boss. Something similar you did before e.g. in dungeon 1 with the shaming / shamelessness mech or the corset/heel trainig in dungeon 2 . In the pony-dungeon at the moment you can enter the dungeon, run to the boss straight on, beat it and leave.

Another possibility for balancing I could imagine would be to use the fixed level-window per dungeon. E.g. in Dungeon 7 you are something between lvl 28 and lvl 30. You could add a special skill the girl (or just one) gets on lvl 30 you need to beat the endboss of that dungeon. This type of balancing should only be used selectively.

One other point: Is there a possibility to add more save slots? I used to keep a save game at the state before entering a new dungeon. And use 2-3 slots within the dungeon.

I'm going to try to not overthink this. I'll first see whether I can balance dungeon 7 just by making the enemies harder. There are already some shortcuts that only open when you are wearing enough horse equipment. So the dungeon gets easier as you get more equipped already. The main issue is that you can just run to the boss and beat her, making the enemies harder should remedy this.

Only if that doesn't work will I go for drastic measures.

One other point: Is there a possibility to add more save slots? I used to keep a save game at the state before entering a new dungeon. And use 2-3 slots within the dungeon.

Sure, I'll increase the amount of save slots to 20 in the next update.

My balancing ideas weren't meant specifically for lvl 7, but as a method to counter the problem with the less mattering level difference in higher dungeons. Maybe later in dungeon 10...or 12 :)