Devlog 9 - Battle Battle


Trying to figure out how to balance the character types in Battle Battle was surprisingly difficult. I had the Ruler, who starts with 4 hp and 2 tokens that could be used to win a round automatically. The Ruler was super overpowered and I ended up needing to nuff it, but while it was easy to figure that out, figuring out how to do that was more difficult. It's not as easy as trying to balance a Biplane Battle like is talked about by Jesse Schell. Since it's the action itself that was overpowered, I had to find a way to combat that without completely changing the character type. I kept the action of tokens the same but lowered both the hp to 3 and the tokens to 1. I also added that if I role a 1, I automatically lose that round and can't use my token to avoid it. It ended up being a bit too weak I think.

Coming into this next project I'm really excited about creating character types that cooperate together. Some of my favorite video games are turn-based RPG games where you have to manage your party members and their skills and plan out how each turn will work together to defeat the boss. Games like the Persona series or Omori are some of my favorites because of this. Trying to figure out how to replicate an experience I like will be interesting. Like Jesse Schell talks about when going over cooperation in games, I want to create characters that have good synergy and allow players to come up with different strategies depending on the 3 characters that are being played with. replayability could come from the different combinations that come from the 5 character types to choose from and the different combinations that come from it. Jesse Schell also mentions different roles that players can take on, which is something that I hope to replicate as well. Like in turn-based RPGs, having members who can do different things leads to a more interesting and balanced game experience.