Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Stat Balance? Sticky

A topic by InkSpider created Aug 10, 2024 Views: 538 Replies: 4
Viewing posts 1 to 4
Developer

Heya folks.  While we spent quite some time balance-testing MAW, a decent number of players off of this site have said that the stats are, perhaps, less balanced than they could be.

I wanted to invite you folks on Itch to give your thoughts on MAW's balance.  Does one Stat seem too much stronger or weaker than the others?  Which Stat?  Do you believe the game would be more enjoyable if the Stats were rebalanced?

Thank you in advance for your feedback.

(+1)

before starting my first match i was worried wit might be a bit over powered when reading the introductions, but from a bit more game play only getting to read my opponent every other turn makes it an important stat to build into but cant rely 100% off it
however when the enemy wit is comparable to my own i can kinda feel the struggle in not being able to counter their attacks, maybe it's just how I've been playing so far but it feels like wit might be on the powerful side

Endurance on the other hand i feel like is a bit on the weak side
4th match while cycling through all the opponents with only a 1 in endurance, barely matters, particularly with scaling hp from my level

I feel like some more tool tips on the exact statistics these stats are modifying would be handy.
maybe in combat you could hover over your hp stat to find out how much is gained by level and how much is gained by endurance
hover over wit and it tells you what your likelyhood of getting a read on your opponent is, or your opponent doing the same to you
or perhaps when dealing damage, hovering over the damage numbers tells you how much of that damage is because of  your strength

that way it'd be easier to make informed build decisions and feed back

Though so far, it's a lovely game~

There is no clear damage standard, such as how much to how much damage can be caused by this strike, and the three moves are just rock paper scissors. If I had to say, it's better to add combat distance. Some moves with high damage have a closer distance, while others that are conducive to breakthrough have slightly lower damage. Then, add long-range moves like qigong bullets, which turns it into a turn based fighting game
Moreover, relying solely on numerical values to decipher rock paper scissors lacks strong playability. In battles, some metaphorical sentences can be added to indicate the opponent's actions, and the improvement of wit can make the actions pointed to in these sentences much clearer
These are just suggestions

(-1)

this game just with chance and often with any choice you loose

Developer

Try making more strategic use of your debuffs and Drama.  Those are key to increasing your odds of winning.  Remember, too, that the object of the game isn't to win matches, it's to get PR.  If you are losing matches but still getting decent PR gains, you're doing fine.  You can even choose to build around losing matches.  I've done runs where I lost every single match in Career Mode and still got the Good Ending.