RunFaps
MeshiSoftworks
MeshiSoftworks patreon

Dev Journal: Fixing Unintuitive Mechanics

🕑 Added 2025-02-17 20:10:28 +0000 UTC

Comments

Base Delta Zero

Permanent individual levels? Sounds pretty good to me. Not sure about the digestion change, it seems like it's generally... fine, as is. There's a bit of unintuitiveness in that it's not clear what it *does* to HP, but the new UI has improved that a lot. Though perhaps there's a mismatch in the level of damage 0 HP represents. Oh well, it'll potentially add some options, I guess. Hunger: Hmm. A consequence of this is that front-loading hunger moves is a potentially bad idea. Will all moves have a hunger and non-hunger version? Because if we completely lose access to say, Dragon Kick or Snipe, that could be an issue. Also on that subject, not all characters interact with Hunger in the same way. Theano being an obvious example, powerful attacks limited by low EN (and the possiblity of getting it back efficiently via Neutralize). Changing things so all characters have the same EN will interfere with that. Also how much do characters start with? Zero?

Cyrk Petrovich

Yep, Octopath Traveler was exactly what I was thinking of when I came up with it haha. No worries, it will take into account the size of the prey, too! For sure, balancing the leveling systems will definitely be a challenge. It will probably take some trial and error to figure out what the best way to go about it is

Cyrk Petrovich

Yep, it could end up opening the door for new mechanics like that

wrathofclaw

if you want you could just have 2 bars , a way to implement where certain units like heavy hitting ones use more hunger in there action like waitress always want indulge ,priest , sniper, goblin leader and sleep liamia would make sense.(raise 20-30 for them)for most smaller units keep at 10 but limit them all 50-70 bar. lower the energy the lower pip bar goes to maximin of 3,more damage the more pip goes down(to maximin of 3 and lastly the higher level they are ,the quicker pip goes down

Lucas You

Hmm…so the time needed to digest the same prey will change depending on the predator's digestion strength? Sounds more reasonable than a fixed number of turns. Does that mean we will be able to create BOSS predator that digests preys with 1 turn? Or maybe a prey with very high mass that protects other units by feeding herself to enemies? That would be fun :D

Virgile Lefranc

I like those ideas but I can't really project my self. I'll give a proper oppinion when it will be live. But still glad that you try to improve the gameplay and fix bug befor feature. It's important that the game still fun and not frustrating. We'll keep listening and share ideas. Keep the goo work buddy ; D .

Kiwegg

Over all, it sounds good! As for the digestion cooldown: I guess mass will be a more detailed version/replacement of the "size" value, that we have now. A new stat that affects digestion speed also makes perfect sense. Me like. As for the hunger system: I believe that the hunger system should take size/mass into account. A Lamia should logically satiate a unit more than a goblin, for example. Other than that, letting you use hunger as a resource that you can use, simmilar to the energy points in Octopath Traveller, i imagine, would deffo be a good thing. Burnout/Overusing the hunger points and going into minus is also a cool idea. As for the in-battle Levels: Losing all the progress on your units after each battle of feeding units lots of enemies did feel off, so i am glad that you are tackling it. I do heavily suggest a level cap or at least a stat cap, to avoid being able to just power level one unit and break the game.


More Creators