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Spiked was the winner in the enemy design department. 👍Happy to make a fellow Megaten fan happy!

Ultimately as it stands in its current form, I found myself near exclusively using flare and not considering any particular strategic implications of the other sigils I had

Definitely an issue. I had to refactor the encounter system late because of an oversight and a last minute rebalance killed some ideas. Originally the big candle man would hit hard and have a lot of health, so you just hitting him with the red sigil would kill you and you had to stun him for two turns with yellow so you can buy time to heal with green, wait till your garbage was full and hit him with the blue sigil, or get him alone and use the orange sigil, which kills single enemies outright.

Truthfully I wish that I were to have created such design documents before jumping headlong into my game, I imagine the experience would be a little more focused as yours.

The trick to that was I made a card game in the past which was pretty janky, so I knew about a lot of the pitfalls going in and I didn’t try to plan everything out all at once, but did it in steps, so I was reasoning less about a grand design and more about individual ‘changes’ to the current system. Also, good whiteboarding takes experimentation so it’s all about stacking projects I think.