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Comet Force [v0.2d]

Space Force Arena Survival Roguelike · By Radiant Sloth

Class balance

A topic by KingofCharge created May 03, 2024 Views: 56 Replies: 5
Viewing posts 1 to 5
(+1)

Crusher seems way, way harder to win with as leader. Other classes can kite enemies while shooting behind them and easily avoid most damage, while crusher has to charge into a wall of bullets to deal any damage. I won my first 2 runs with cannoneer and shooter main units while never being in serious trouble but died very quickly with cannoneer main. This issue isn't a thing when getting them as allies, so the best course of action when getting crusher as leader is probably to immediately swap leaders which doesn't seem right.

One thing I noticed was that when trying to attack a group of enemies I would usually take near-unavoidable damage shortly after the charge. Maybe implement longer post-dash i-frames, or make crusher attacks briefly stun enemies. Crusher would still likely be the hardest leader weapon, but that'd fix some of the worst issues (straight up buffing the damage isn't the solution as that'd make crusher allies overpowered, giving the leader the ability to not die when attacking is the answer)

Also, add damage resistance of some sort because when trying to get that close to enemies you are basically guaranteed to take damage unless it's one of the first 2 waves and there's no good way I can think of to make that not happen at all

Developer(+1)

Hello KingOfCharge, thanks for your feedback!

I agree with you about the balance discrepancy between the crusher and the two other classes. I see several solutions here, but I'm not sure what to choose yet, I will have to experiment with them and see how it feels.

  • I could add a brief increased speed at the end of charges so that players can quickly go away and avoid the bullets
  • I could add some sort on shield to make the back of the ship invincible, I think that's mostly where we get hit after a charge
  • Stunning enemies as you mentioned is also a good idea.
  • Increase the max health of crushers

But even with that, the safest would still probably be to have the crusher as a companion. Since the leader can take damage, but the companions do not, I feel every type of weapon that involves closer range and more risks will be a better fit for companions. And I'm not sure how to counteract that. I think it would be best for the game to have all classes be equally viable either as a leader or a companion (but obviously having different pros and cons for each). Balancing this will be challenging!

I think the increased max health (I often got hit before charges as well as after and I don't have a more effective solution for that) + one of the others would be a good place to start.

Got my first crusher win, I just had to survive long enough to get an ally and then simply let them do most of the dirty work lol