The abilities are pretty fundamental to being able to train your Forsaken to do what you want, so I don't want to lock them behind bosses. If they're too strong, then I might just tone down the numbers somewhat.
I recommend you to not do that. Most bosses already feel underwhelming when you get them.
Since I discovered notorious/hardworking publicist, tempted undead forsaken ( I was using undead as my hard hitting forsaken , undead demon knight) I dont want to go back! its like day and night! one is around 30 to 100 times stronger than the other
If people find something powerful, instead of toning it down , it is a hundred times better to lock it behind a hard to reach goal.
It gives the feeling of "oh god that was hard, but soooo worth it".
My balancing suggestions are with 2 goals in mind: Make the game feel better to play (not easier, not long or short, not harder feel better)
And have an easier time giving the player different curves of difficulty without giving you a headache
I think that these will feel better to use once the game's balance is finalized, with the base Demon Commanders being stronger and then explicitly making them weaker at one of the early "ascension" levels.
I wish I understood your intent behind the upgrade tree, it makes me think it is an artifact of the way you designed the game before you introduced distortions (or maybe I dont understand where you are going with the distortions)
Well, they all get higher and higher as you go higher in the loop number. I don't want to have the city choices be too different in difficulty from each other, even if the harder one offers extra Influence, because it could end up causing a sort of difficulty spiral where taking the harder loop makes it easier to take future harder loops and throws off the game's difficulty curve. It would make it so that taking the easier loop is just setting yourself up for defeat down the line.
Thing is, they dont have to.
For example the game already changes just because animalistics, undead, angels and devils makes you do different things
and that is a lot more interesting than what the superior chosen does
making the player change his choices and how to aproach a game ( you want to trauma the undead as fast as possible, while with devils you want to focus the devil first as fast as possible while not touchingthe other 2 too much) Is much more interesting than " you need to do 10 times as much damage to this for it to work"
Playing through an entire campaign mode run is already quite lengthy. If the game were balanced around doing multiple campaign mode runs, then it would take even longer to get anywhere.
(That said, if you enjoy this kind of game, then you should be looking forward to the side project I'm releasing at the end of next month.)
That is not really a problem. Most games can be infinite if you give them replayability and progression
You give me the impression that this is your line of thinking: "7 bosses, 5 loops to defeat each one. totaling 35 "
but you could balance it to 14 loops , or 20 at most no sweat.
something like: loop 1 normal, 2 superior, 3 human boss,4 animalistic/undead, 5 splendor/victory, 6 recurring boss+angel/devil,7 splendor/victory ,8 recurring boss+angel/devil, 9 judgement, 10 recurring boss,11 love,12 recurring boss,13 basis,14 recurring boss,15 reason, 16 recurring boss, 17 reign, 18 recurring boss, 19 whatever, 20 crown
50 days, no luxuries, no damage mitigation, balance the game for that. THEN you add the extra dificulties and give bonuses for the people that want to try it
Right now you have these sets of resources: EE, influence, forsaken , strategic advantage and achievements. Half of it is lost between loops (like strategic advantage and EE) While forsaken achievements and influence are kept trought the campaign but lost at defeat
Take another extra step, let the player keep something after defeat, either strategic advantage, forsaken, influence or a sums of all of it, and that way balancing wont be that much of a problem because every lost campaign the player gets something new
(I think you can keep forsaken, but reestarting a loop with forsaken for a 35 loop sounds daunting)
that way, grinding doesnt feel like a grind (because you dont need to wait for 10 loops for things to start changing)and 20 loops sounds less than 35,and each loop there is something different (that are not numbers) for the player to deal with
My question for you is: Do you want a game where losing is the end, or losing is just another step towards eventually winning?
dessign philosopy is very important, and the fact that the power of your demon is time jump...makes me think you were aiming for the later
Sorry for the brick of a post I hope im not getting on your nerves