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(-2)

yeah dont do it like that. you WILL end up frequently with the following scenario : its is now impossible to progress because i spent too many overall days training/healing whatever and didnt do everything optimaly.

 

 scale based on ACTUAL progression, which should be some kind of ranking system or something similar. scaling based on time spent is a recipe for disaster.

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Good point. This is all new to me and I am now starting to get more feedback so always happy to make adjustments. I can definitely rework it to scale based on prestige instead of days. That way it reflects actual progress like wins or rank, not just how much time has passed. So the player wins a match they gain prestige from victories and if they lose combat they lose prestige. So if the player is having  a hard time and lost a few matches can recover. Your thoughts? 

(-2)

it might be a good idea to actually play some incremental game instead of jumping on the node buster band wagon. you make a much better game when you actually understand the genre rather than are just trying to copy 1 specific game.

(+1)

I would like it more I think if more difficult opponents show up as your prestige increases, but then there is also say, 1 enemy at prestige 0, 1 at prestige 5, 1 at prestige X - I don't know how quickly it scales, but just giving people guardrails. Like if I'm close to broke, all my gladiators die, and I have to go buy a new one and they all kinda suck, would I ever recover from that otherwise?

Keep in mind I am replying when this comment was 15 minutes old, probably should have refreshed the page first to see if anyone else already commented in the past couple days.

Yeah, you're absolutely right. If a player loses their gladiators on day 40, it would be really tough to catch up using fresh recruits.

My only concern is that if someone has a high-level gladiator, they could farm low-level enemies indefinitely to earn easy money. Since earnings are based on Charisma, a high-Charisma gladiator could make over 200 gold per day with zero risk.

Hmm... I could maybe implement a system where, if the combat rating difference is too large, the match can't be scheduled. I’ll need to think this through.

Thanks again for your feedback, really helpful.