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Balancing Item pickups

There was a lot to consider based on the feedback of one of our testers. He was able to give a huge amount of data to work with. Some of it was super helpful. Previously we had augments that gave you ++ one stat and - another. that was supposed to be a rough idea of the increase/decrease of the balance change. He said that one modifier + or - should be equal to each other. This made sense to us. Another thing we realized is scaling stats based on % values was just not working out with the way it was currently implemented. Also knockback was a useless stat that maybe helped sometimes but was inconsistent and, baring a rework of our entire physics system that ai operated on, we were unable to fix it.
That being said we didn't want up give up a stat slot so in addition to rebalancing most augments to only work with flat scaling and damage adjustments I also added a potion potency stat which affects how much you heal when you drink a potion. This allowed us to keep 10 unique stats while still making each of them feel useful. And while rebalancing we had to decide what 1+ or - and our final decision was the chart below meaning this fish gives 20 potion potency and this has alerted me to an error where the fish only gives half of that value.


Dodge CD .25 per level

Crit Chance .025 per level

Potion Potency 10 per level

Health 10 per level

Armor 1 per level

Damage 2 per level 

Speed 10 per level

Attack Rate .05 per level

Weapon Scale .05 per level

Potion CD .5s per level 


  • Augments
    • Wind Whetstone
      • Now only fires from heavy attacks
    • BlackBelt
      • Old Stats: +10 base damage +10% Crit chance +10%Potion Cooldown
      • New Stats:  +8 base damage +10% Crit chance +2 Seconds Potion Cooldown
    • Redux Mantle
      • No longer resets charges on X Kills
      • Now resets charges on room completion
    • Armadillo Shell 
      • Old Stats: -Knockback, +30 Health, +4 Armor
      • New Stats: -20 Potion Potency, +40 Health, +4 Armor
    • Birthday Suit
      •  Old Stats -2 Armor, +2% move speed, +10% attack Speed
      • New Stats -2 Armor, +20 speed (base speed is 600 so original was+12 at base speed)  +.1 attack rate
    • Blue Pill
      • Old Stats:  +4%Knockback, +10%Scale, -5% attack Speed
      • New Stats: +40 Potion Potency, +20% Weapon Size, -10% Attack Speed
    • Sawed Off Blade:
      • Old Stats:  +5% Attack Speed, -5% Weapon Size
      • New Stats: +10% Attack Speed, -5%Weapon Size
    • Tumbler Sabaton:
      • New Stats: -.5 Seconds dodge cooldown, -2.5% Crit chance
    • Glass Shard
      • Old Stats: +5 Damage -15 health
      • New Stats: +4 Damage -10 health
    • Hilt Compensator
      • Old Stats: -2.5% Attack Speed, +5% Weapon Size
      • New Stats: - 5% Attack Speed, +10% Weapon Size
    • Fish Scale
      • Old Stats: +1% Knockback, -5 Damage
      • New Stats: +20 Potion Potency, -2 Damage
    • Sippy Cup
      • Old Stats: +1% dodge cooldown, -5% potion cooldown
      • New Stats: +.25 Seconds Dodge Cooldown, -1 Second Potion Cooldown
    • Protein Shake:
      • Old Stats: +15 Max Health, +5% Potion Cooldown
      • New Stats: +10 Max Health, +.5 Seconds Potion Cooldown
    • Turtle Shell
      • Old Stats: -5% Move Speed +2 Armor
      • New Stats: -10(unit) Move Speed, +2 Armor
    • Fairy Dust
      • Old Stats: +5% Move Speed, -2% knockback
      • New Stats: +20 Move Speed, -10 Potion Potency
    • Wrist Watch
      • Old Stats: -10% Potion Cooldown -4% Dodge Cooldown, -30 Max Health
      • New Stats: -2 Seconds Potion Cooldown, -1 Seconds Dodge Cooldown, -20 Max Health
    • Flame Boots
      • Fire Damage Per Second Increased to 100% Base damage From 25% Base Damage (Per pair of boots)
    • Ice Sickle 
      • +20% Damage, +15% Chance to freeze target for 1.5(+5 per) Seconds
      • +10 Damage, +15% Chance to freeze target for 1.5(+5 per) Seconds

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