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Devlogs

0.3.4

Astreon - FR/EN + PC/Mobile
A browser game made in HTML5

Devlog — Combat Balance & Status System Update

Overview

This update focuses on two major areas of the combat system:

  1. Cascade / infinite loop balancing
  2. Status effect UI overhaul

The goal was to preserve the satisfying feel of large chain reactions and tactical setups while improving readability, fairness, and long-term combat pacing.

1. Cascade & Infinite Loop Rebalance

The Original Problem

The previous Match-3 combat flow allowed excessive value generation through chain reactions:

  • near-infinite bonus turns;
  • extremely high mana generation;
  • massive skull damage stacking;
  • full-board clears with little counterplay;
  • enemies sometimes never getting a turn.

Special rune explosions could recursively trigger:

  • additional 4+ matches,
  • more explosions,
  • more bonus turns,
  • and additional cascades indefinitely.

Combat pacing became unstable and highly snowbally.

2. Bonus Turn Logic Reworked

Previous Behavior

Any 4+ match granted an extra turn:

  • player-created;
  • cascade-generated;
  • or explosion-generated.

This created infinite turn loops very easily.

New System

Bonus turns are now granted only for:

✅ the player’s initial 4+ match
✅ the first direct cascade caused by the original move

But NOT for:

❌ deep automatic cascades
❌ special rune explosions
❌ recursive chain reactions
❌ board-wide rune detonations

Why This Matters

This keeps:

  • tactical setup planning;
  • intentional combo preparation;
  • skill expression;

while removing:

  • uncontrollable chain loops;
  • passive autoplay gameplay;
  • infinite combat turns.

The system now rewards player intention instead of chaos.

3. Cascade Reward Scaling

Automatic cascades remain powerful… but their rewards now decay progressively.

New Reward Multipliers

Cascade DepthReward Value
Initial match 100%
First cascade 75%
Second cascade 55%
Third+ cascade 35% minimum

This affects:

  • mana generation;
  • skull damage;
  • XP gains;
  • gold gains.

4. Reward Caps Added

Additional balancing safeguards were introduced:

  • mana generation can no longer spiral infinitely;
  • skull damage spikes are capped;
  • chain explosions produce diminishing returns;
  • board-clearing loops are limited.

Large combos are still rewarding… but no longer game-breaking.

5. Anti-Loop Protection

A hard safety layer was added.

If the game detects too many automatic cascades:

  • the loop is forcibly interrupted;
  • the board is regenerated safely.

This prevents:

  • infinite explosions;
  • softlocks;
  • endless board processing;
  • combat freezes.

6. Status Effect UI Rework

Previous UI

Status effects were displayed as plain text:

Poison 4
Burn 2
Stun 1

This quickly became unreadable during combat.

7. New Circular Status Badges

Statuses are now rendered as:

  • compact circular counters;
  • color-coded by effect type;
  • with only the remaining turn count displayed.

Examples:

  • Poison → green circle
  • Burn → red circle
  • Stun → yellow circle
  • Ward → blue circle

The displayed number automatically decrements as the effect duration decreases.

8. Multi-Instance Status Support

The status system now properly displays multiple independent instances of the same effect.

Example:

Poison 2
Poison 4

Now appears as:

🟢2 🟢4

instead of collapsing into a single value.

This was especially important for:

  • stackable poison builds;
  • independent DOT applications;
  • multi-source status effects.

9. Status Processing Fix

A hidden issue was discovered during debugging:

newly applied statuses were being processed immediately at end-turn.

Result:

  • a freshly applied Poison 3 could instantly become Poison 2 before the player even saw it.

Fix Implemented

A new internal flag was added:

justApplied: true

New statuses:

  • now appear immediately;
  • remain visible at full duration;
  • only begin decrementing on the following turn cycle.

This significantly improves combat readability and player feedback.

10. Rendering System Improvements

The status renderer was rewritten to:

  • generate one badge per status instance;
  • preserve independent durations;
  • support stacking cleanly;
  • improve accessibility via tooltips and aria labels.

The HUD layout was also updated:

  • flexible wrapping;
  • better spacing;
  • cleaner alignment during heavy combat situations.

11. Technical Improvements

Additional technical cleanup included:

  • CSS cache-busting version updates;
  • safer DOM rendering;
  • improved status rendering stability;
  • protection against duplicated badge rendering;
  • consistent badge animation behavior.

Final Result

After this update:

Combat Flow

✅ Cascades still feel explosive
✅ Combo setups remain rewarding
✅ Tactical planning matters more
✅ Infinite turn loops are gone
✅ Enemies regain meaningful counterplay

Status System

✅ Cleaner combat readability
✅ Better visual feedback
✅ Multiple status stacks visible simultaneously
✅ Automatic duration countdown
✅ Improved tactical clarity during battles

Future Directions

Upcoming balance passes will likely focus on:

  • special rune generation frequency;
  • mana economy tuning;
  • DOT scaling;
  • hero affinity balance;
  • AI decision-making;
  • advanced board manipulation effects.

The long-term goal remains:

A combat system that feels:

  • spectacular,
  • readable,
  • tactical,
  • and fully controllable.
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