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Enemies scaling off of the stats you have is not a good idea, as it makes stat progression meaningless.

I'd instead propose a "world level" in which enemies' base level increases based on what your current world level is, and maybe you could spend Juice to increase it, which would then increase your progress rate. This should also effect bosses as well.

I also like the idea of using "Core Stats" to improve them (Such as Muscle or Brains), while you could still invest Juice into advancing any of your "Minor Attributes" such as (Health, Health Regen, or Melee Damage).

The idea of a world level and core stats sounds really cool

 I think that "world level" should increase based off of how many bosses and enemies you kill (like in Breath of the Wild or Tears of the Kingdom (some may not have heard of this- it's a hidden number)) because spending juice to increase world level instead of stats would make people avoid doing it (so that they can just get super overpowered and pwn everything in sight instead of actually gaining difficulty).  I love how this whole thread is basically everyone just suggesting mechanics from different games.

That, makes sense actually, however the problem there would be adding incentive for doing that, after all why would you want to make the enemies harder when it's hilarious to destroy them all for one hit? Of course not everyone is like that but still.

Well, perhaps taking one too many pages from Botw and Totk's books, newer, stronger enemies (and variants like those already existent but stronger and with a differentiating feature of some sort- like "Blue Klown", for example) could spawn on top of the old ones. Then, you can have fun seeing new monsters (adding more gameplay value and perhaps replay value as well) and still feel like a god, pwning all of those little creatures with a +500% scale Draginslayer.

this is already in the game as of now. the further out you go the stronger the enemies but i have a giant sword and flying makes me 2 shot them cause i thought it'd be funny to drag around a monolithic weapon.