Rebalance and 'Ease of Use' Updates


Balance is going to be a never ending battle with this project as I add more features  so I'm not going to detail all the minor changes here. Instead, I want to explain the reasoning behind some of the changes. 

Gold

The main issue was that gold was too easy to come by and even if you actively tried to spend all your gold, you would still find yourself with quite a pile. Gold is now a little harder to come by, and shop options will sometimes cost more.

Fate

[Temples] My idea for temples was that they would always be a reliable way to earn Fate. Since the options are randomized though, sometimes you would be forced to sacrifice one of your party members. The other downside was sometimes there would be multiple 'Pray' options that rewarded different amounts of Fate and there would be no reason to take the lower amount of fate. To fix this, I made temples always have 'Pray' as the first option and wouldn't be randomized for the other options.

[Fights] If you haven't saved Fate before a fight, an enemy could manage to kill your party quickly as you are forced to pick the 'Prepare' option. The idea for Fate is that you are rewarded for negative outcomes so now you earn Fate whenever a party member dies in battle

[Traveler] Interacting with travelers had a similar problem to temples where you were forced to recruit a party member. Now you have the option to 'Gossip' with them to earn a small amount of Fate and spawn another encounter in the next level. The second issue was that you couldn't interact with travelers at all if your party was full so now it gives you a single 'Gossip' option.

[Loot] Traps rewarded the same amount of Fate as picking the option that gave you nothing (or a lemon), so now they always reward 2 Fate. This will be changed in the future to reward more Fate based on damage and if the unit dies as a result.

 

Gameplay

[NG+] The difficulty used to scale only up to Day 50. After that, the enemies would remain the same which made for pretty boring gameplay after that since I don't have any "win conditions" implemented yet. As a quick remedy, it loops back to the first set of enemies (goblins & orcs) with increased stats. In this way, the difficulty will increase infinitely and you won't be fighting the same set of monsters every level.

[Customization] You can now change your character color and name on the title screen. These don't really add gameplay value, but one of the end goals is to be able to play through multiple times and feel like you're actually playing a different character each time. Most of that will be done through the Trait and Class system that isn't implemented yet, but this is a small step in that direction. As I add more options, these will be moved to another screen.

[Tooltips] You can now hover over most things in the game to get a little more info about them.

[Mouse Controls] I added some mouse/touch controls last minute in an attempt to make it playable in a mobile browser. However, I didn't know that Unity doesn't officially support mobile browsers. I tested it on my old iPhone 5s and it wouldn't load, but it worked on my (almost as old) iPad. Mouse controls should work well on desktop browsers though!


Goals for Next Update

[Storylines] Each storyline will add new encounters to runs and have a different win condition

[Enemy Sprites] Adding tooltips and giving each enemy a different color helps differentiate them, but it's still not enough. I want to give each enemy a unique sprite, but with 40+ enemies, its going to take a while

[Traits] Traits will be an integral part of my overall goal for the game and are one of my top priorities. Traits will add a huge amount of replayability, character to the world, and randomness to your runs. (More info in the design document PDF)

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