Posted June 02, 2024 by BambooBandit
#update #patch #demo
I just launched a big Bridgebourn update (available in demo)! The goal is to solidify the game experience by adding new content, iterating on problematic content and balancing the player/party. Let's get into the changelog and the reasoning behind some of the changes.
Death Bank
Previously, a game over would clear whatever experience you had in your bar and you had no way to get it back. Due to this, I couldn't make the death penalty that bad and it seemed to have no real consequence. Losing a lot of levels would also make the player feel like they are going backwards with progression, which never feels great in an RPG. So, I introduced a "death bank". You lose half of your total experience, which could lose you levels. However, the more experience you lose, the more likely you are to stumble across portals that lead you to a new boss. This new boss will restore your lost experience if you defeat it. However, doing so will make the boss even more challenging the next time you fight it. This change is trying to add some more skin in the game with a game over, while also giving the player a new goal rather than making them feel like they lost progression.
Mana Rework
Previously, Mana Reapers would spawn when you spent your mana past a tiny line indicator. This felt unintuitive and distracting in battles. This new system allows you to perform abilities regardless of how much mana you have to allow for flexibility. However, when spending mana past 0 mana, you'll start going into deeper stages of mana debt. The screen will flash to indicate this. Past the first warning stage, you'll start being hunted by more and more challenging reapers. The deeper the mana stage, the longer cooldowns you'll have on your mana based abilities. To exit mana debt, just wait it out and survive the reaper onslaught. Doing so will replenish some mana. This change is intended to add more emergent behavior and flexibility to combat. If you really need more mana, you'll need to make a deal with the devil. Let's hope you survive!
General
Balance
The Player's exponential power curve was too steep. This was due to item extractions being too cheap, and mana feeling too abundant, even without Slashing. A lot of armor types will no longer be able to roll some mana stats and mana item properties now roll smaller numbers and are more expensive to extract. The purpose is to limit the use of very powerful magick abilities, and give Slash more reason to be used as a mana gain mechanic. Players were also gearing up too quick, so I reduced item drop rates and Rare quality chances. This should make a great item drop feel more special. In contrast to the Player, the party members felt like they were lagging behind in terms of power and becoming obsolete. I gave Bahj and Pahri more equipment slots and a lot more items to fit them! This should help them keep up.
UI/UX
Music
Added Pahri's theme, playing during their intro cutscene