Remove Balance Remove Data Remove Fighting Remove Terrain
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Rebalancing Cogmind

Grid Sage Games

Some roguelikes don’t strive for balance, but maintaining balance has always been important to me for Cogmind, since it fits better with my vision for this type of game, heavy on tough, complex, and consequential decision-making at multiple strategic and tactical levels. Alien Artifacts. Exiles Prototypes.

Balance 52
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On Backtracking in Roguelikes

Grid Sage Games

Being able to backtrack is generally going to be more realistic in the RPG sense--of course your character should be able to go back and pick up that item they left behind, or fight that enemy that scared you away before. In a game setting, though, this can be quite an annoyance from a design perspective (harder to balance!)

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Empires & Puzzles - From a Failing Company to a $700M Acquisition in a Year

Deconstructor of Fun

data from the ever amazing Sensor Tower. data from the unrivalled GameRefinery. After carefully composing a balanced team of fighters, the player takes their party of stalwart heroes into battle. The Matchers Gonna Match E&P’s core gameplay is carefully designed and balanced. Well, not quite unprecedented.

Puzzle 52
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Garrisons 2.0

Grid Sage Games

I could save the data to revisit it later, after adjustments are made. Rampant terrain destruction is awesome, by the way ;). Of course this change comes with significant balance repercussions, which we’ll cover when we get to discussing that topic further below. Sample Garrison content list from Beta 11.

Beta 52
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The Lost Ark Has Found its Way

Deconstructor of Fun

Balancing relies heavily on gear, maps are crowded with question marks, Boss fights feature repetitive mechanisms. Battle: Simplified skill point system and amazing visual effects The core of the skill system relates to balancing and mechanisms. Data: Initial Spike and a Steady Return to Normal Back to the game itself.