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Hype and Battle Tuning

Hey that was quicker than usual wasn't it.
This is just a short blog about a few things on my mind while I went back to work on my game.

I keep hearing people tell my that they are hyped to play it which is really good to hear, but really worrying as well. The type of game that Adela Isra is not the type of RPG that tends to fare well here, or should I say is the preferred taste? It's hard to explain. The beginning of the is going to be relatively easy. It's something that's been making me fret a little bit. I'm focusing on having a kind of learning curve that may scare some people away when starting out because the first handful of battles are kind of focus, attack, attack, attack, focus, attack etc.

From what I've seen from most of the big name games here is that they like to start the player out with a plethora of skill and status changers, and have the very first battle requiring the use and knowledge of these skills before hand. Both that way and my way seem to be on the extreme opposites of each other. I'm still in the process of trying to find some middle ground between monotonous battles, and ones with no learning curve whatsoever.

The way I had the skills set up were too straight forward and uninteresting. Even after what I said about there being no learning curve on a lot of the community games, I love the amount of strategy that had to go into battles and bosses, handling every enemy in a different way(I wish it wasn't right off that bat in the games but oh well). I'm now working on more buff and debuff techniques, different skill learning processes, and more strategical enemies while still keeping a slower learning curve than most games here.

Just worried you guys will be disappointed and happen to blow through the game with ease because you all are used to much more difficult games.

Well that's all for me, I'll be getting back to work now. I'll stop saying "learning curve" now...

Posts

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you better reach and overtake our expectations for this game.....
or else..............

lols....
nevermind....

just joking.........
Actually, I prefer games that are more easy-going.

Just don't make it TOO easy. :)
Solitayre
Circumstance penalty for being the bard.
18257
Friendly advice: You are never, ever going to make a game the pleases everyone. Make the game you want and don't worry about trying to make the ultimate game that everyone will love.
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
I think the way you have it sounds just fine. I hate games that just throw a shit load of skills at you. It means the developers have no idea what pacing is.
Don't feel you need to throw a good amount of skills out there for people to use right off the bat. There needs to be more than just attack (like Focus, as you said), but the great thing is that you don't need to commit to any game mechanic you introduce at the beginning of the game.

For example, depending on how your game starts, you can have certain items which duplicate skills that are earned later. This, or you have another character that's with you that has different abilities to introduce new mechanics to players. Both of these things can be removed when the time is right (ideally, when the character(s) have learned a few more skills to make battles interesting).
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