I think the game is more balanced now. Less to no RNG in combat.
Balancing a game is hard so I'll take that as a win.
I'll do my best to keep improving.
Regarding the many battles, I might have overdone a bit.
Gonna be more careful about that in the future.
Particularly I don't like long grind times, but a bit grind, where you can feel powerful after buying the best items and spells available to that chapter always bring joy to my heart in any game
![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
But I'll try to keep that as optional for the future.
So will chapter 1 remain as is or will you tweak it?
Cause i feel like if the amount of required battles that all are very same-y will alienate a lot of people.
I want this game to succeed as much as you want it to. (I am also a game dev, not in the adult space tho
![Stick out tongue :p :p](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
and know a thing or two about game design)
Trust me the amount of grind that is currently
required in Warlock Saga is wayy to much.
As youve said grind that is optional is totally fine. If the player is enjoying the game loop and wants to buy a certain cool item sure let him grind.
But right now 80% of playing Warlock Saga is spent in combat and the same combat encounter over and over.
In the beginning you literally have to do the same sequence for like 10 times.
Go to desert fight enemy (spam the same spell until the enemy is dead, no brain required) -> youre almost dead return to town and heal up
repeat this until you have enough money to buy the first basic upgrades, congrats you spent prolly an hour and now youre a tiny bit stronger and take more hits.
Its fine to have a lot of combat encounters if each combat doesnt take that much time but right now every fight takes at least 5 rounds. If those 5 rounds where unique and actually required you to stop and think for a second that would be fine. But you can just spam the same spell each and every time until the enemy dies.
Balancing and making a proper RPG is hard af. I see 2 possible ways of possibly improving the experience:
- just make the combat parts easy and short enough that everyone can pass it with relative ease (doesnt require doing hard RPG game design)
- actually spend a lot of time to think of various combat systems and unique enemies that take skill to beat (skill as in smart decisions from the player not just getting a strong spell/weapon)
the 1st option is a lot easier to implement as a dev and maybe you think its boring cause an easy game isnt that exciting right?
But I think where SC and WS really shine is the lore and world building. You should focus on your strong sides as a dev not your weaknesses. If you struggle with game balance and coming up with interesting combat encounters, just make it less of a focus of the game.
The 2nd option is also a perfectly fine choice but as ive said, its the harder choice cause good game design is just hard to do.
pls dont take this feedback as an attack, i just want to give my 2 cents as a backer of the game.
![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)