STRAK'S PROFILE
Strak
1560
Just an indie game developer out of Alberta, Canada, building games for fun, never for profit, and always giving full effort to every project.
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Balancing HP Regen
Okay, so I've got a bit of a problem, and I'm looking for perspective. In Thrall, healing items are limited, and healing skills are almost non-existent, with some minor exceptions, and even those exceptions cannot be spammed every turn. Reason for this is that in every turn based RPG I've ever played, having a heal spell that targets all allies and restores tons of HP is super broken, and having heal spells that restore hardly anything are not worth spending a turn on. See the "I hate white mages thread" for more details on why I don't like spammable healing spells.
So my solution? Stackable passive HP Regen. You can find armors that restore 1% of your max HP every turn, and equip up to 4 at a time on each party member. There are also passive skills you can unlock that provide additional brief HP Regen or minor instant healing when fulfilling certain conditions such as killing an enemy or evading an attack.
Now here's the main problem: enemy attacks are balanced to deal damage equal to around 10% of your max HP per hit. Get hit 10 times, you die, basically. But since HP Regen triggers every time someone takes an action, it gets way too powerful very quickly. I'm trying to find a balance, but I'm having trouble.
First solution I came up with, increase the damage enemies deal. That works. If you're heavily geared into Regen. But in the early game, you won't have a ton of that equipment, and you don't have many skills unlocked yet, so the balance is way off. And if you're focused on a different build, even later game balance is off.
Second solution, nerf the HP Regen. But then the question becomes, where does most of your healing come from? Since there aren't many skills that restore HP and restorative items can be hard to come by since items are randomized, you could end up in a desperate situation with no options to bail you out.
I think I need to reduce the HP Regen a bit, but I'm not sure how much. I'm noticing that the game is way too hard at early levels, but way too easy past about level 12. Does anyone have any tips on balancing games resource management?
I'm thinking I may be able to add a risk-reward element where HP Regen comes with heavily reduced defense, or something like that, but I don't really know if punishing the player is a good method of balancing a mechanic. Anyway, I'm a bit stuck. Would love some perspective, if you've got some to add.
So my solution? Stackable passive HP Regen. You can find armors that restore 1% of your max HP every turn, and equip up to 4 at a time on each party member. There are also passive skills you can unlock that provide additional brief HP Regen or minor instant healing when fulfilling certain conditions such as killing an enemy or evading an attack.
Now here's the main problem: enemy attacks are balanced to deal damage equal to around 10% of your max HP per hit. Get hit 10 times, you die, basically. But since HP Regen triggers every time someone takes an action, it gets way too powerful very quickly. I'm trying to find a balance, but I'm having trouble.
First solution I came up with, increase the damage enemies deal. That works. If you're heavily geared into Regen. But in the early game, you won't have a ton of that equipment, and you don't have many skills unlocked yet, so the balance is way off. And if you're focused on a different build, even later game balance is off.
Second solution, nerf the HP Regen. But then the question becomes, where does most of your healing come from? Since there aren't many skills that restore HP and restorative items can be hard to come by since items are randomized, you could end up in a desperate situation with no options to bail you out.
I think I need to reduce the HP Regen a bit, but I'm not sure how much. I'm noticing that the game is way too hard at early levels, but way too easy past about level 12. Does anyone have any tips on balancing games resource management?
I'm thinking I may be able to add a risk-reward element where HP Regen comes with heavily reduced defense, or something like that, but I don't really know if punishing the player is a good method of balancing a mechanic. Anyway, I'm a bit stuck. Would love some perspective, if you've got some to add.
RPG Maker Collaborations
I think the responses here are a bit harsh, but then again I haven't had to deal with multiple instances of attempted team projects that end up getting cancelled, and if I was in that situation I'd be much more skeptical and critical.
Having said that, I also don't see anywhere that you've actually asked someone to collaborate, and from your initial post it sounds like you're just wondering what the process is like, rather than outright asking someone to work with you. So I might be viewing this post from s different lens.
However, whether you're looking for perspective on how to go about collaborating with someone, or actually petitioning for that help here and now, I will say this: Build a portfolio first. Have a few completed games under your belt. No one will take anyone asking for a collaborative project seriously if they haven't shown a) that they can follow through on a project and b) that they actually have valuable skills to bring to the table. Solo projects don't have to be amazingly complex and beautiful. They don't even have to be good. But they're absolutely necessary for polishing your skills and your REPUTATION, which is what most people look at before they agree to invest their time and resources into you.
I'll say it again, before collaborating, build a portfolio. Half a dozen 1/2 hour long games are miles better than 100 cancelled projects. And if you're wondering about whether or not games can be completed and high quality while solo, look at my games profile. All my games are solo projects, and I (with a bias) will say that they bring good quality to the table. Or for that matter, almost anyone in this thread.
Anyway. Not mad here, hope this helps give some perspective.
Having said that, I also don't see anywhere that you've actually asked someone to collaborate, and from your initial post it sounds like you're just wondering what the process is like, rather than outright asking someone to work with you. So I might be viewing this post from s different lens.
However, whether you're looking for perspective on how to go about collaborating with someone, or actually petitioning for that help here and now, I will say this: Build a portfolio first. Have a few completed games under your belt. No one will take anyone asking for a collaborative project seriously if they haven't shown a) that they can follow through on a project and b) that they actually have valuable skills to bring to the table. Solo projects don't have to be amazingly complex and beautiful. They don't even have to be good. But they're absolutely necessary for polishing your skills and your REPUTATION, which is what most people look at before they agree to invest their time and resources into you.
I'll say it again, before collaborating, build a portfolio. Half a dozen 1/2 hour long games are miles better than 100 cancelled projects. And if you're wondering about whether or not games can be completed and high quality while solo, look at my games profile. All my games are solo projects, and I (with a bias) will say that they bring good quality to the table. Or for that matter, almost anyone in this thread.
Anyway. Not mad here, hope this helps give some perspective.
Screenshot Survival 20XX
Awesome! Keep it up! You've got some good influences, and a good eye for design. There's a nice balance of color and contrast, gives a very distinct feel to the artwork. This is coming from someone with no formal art education, mind you, but still. I think it's a nice approach.
Screenshot Survival 20XX
Hey, that's great, when is Linus: The Forgotten Days coming out?
Lol I'm kidding. Kind of. I actually really like that hand drawn style! Kind of reminds me of Sunset Over Imdahl (might be getting the spelling wrong). If that's your start, I'd love to see where you take that style!
Lol I'm kidding. Kind of. I actually really like that hand drawn style! Kind of reminds me of Sunset Over Imdahl (might be getting the spelling wrong). If that's your start, I'd love to see where you take that style!
Idea for Forum Signatures
I would CSS all over my profile if I could. I'd CSS the hell out of it.
Not really. Maybe. But not an actual suggestion.
Not really. Maybe. But not an actual suggestion.
Let's Play Updates (March 2024)
I dunno, CON2 had some pretty broken characters. Fights against Gaara were tough, he would block absolutely everything, then attack you with nearly unlockable attacks from anywhere in the arena.
But, having said that, I admit that the balance was pretty off. And the enemy AI can be pretty predictable. It's fun if you want to feel like a super powerful ninja badass. But not exactly ripe for competitive play. Then again, I've never been a competitive gamer, so that might be why I like it.
But, having said that, I admit that the balance was pretty off. And the enemy AI can be pretty predictable. It's fun if you want to feel like a super powerful ninja badass. But not exactly ripe for competitive play. Then again, I've never been a competitive gamer, so that might be why I like it.
Let's Play Updates (March 2024)
Oh, Clash of Ninja. A surprisingly decent little fighting game. CON2 was more fleshed out, but both were actually decent. I miss them.
Creating Infinite, Dynamic Content
Great advice here, I'm taking notes for things to potentially implement in my own game. Thrall uses a lot of random generation with its loot and dungeons, and the principles are much the same as what you're describing here, but I could definitely do more. Thanks for the great article!
Goaling It 2024
I'm happy to say I hit my goal last year of finally paying off my student loans. My goals for this year are a bit different though.
1. Make a career change. Done with blue collar work, I genuinely want a boring (stable) office job.
2. Finish at least 6 dungeons in my game.
3. Get my blue belt in Jiu Jitsu.
4. Start building a business.
I'm turning 30 next month and I want to start taking life more seriously. Hoping I can make some really positive changes this year.
1. Make a career change. Done with blue collar work, I genuinely want a boring (stable) office job.
2. Finish at least 6 dungeons in my game.
3. Get my blue belt in Jiu Jitsu.
4. Start building a business.
I'm turning 30 next month and I want to start taking life more seriously. Hoping I can make some really positive changes this year.













