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(1 edit)

Hi! I haven’t played Sinathir for a while, so I might not remember everything or fully understand the current system.

Regarding the second option (better feedback for wellness), I didn’t know that character stats increase automatically based on wellness. If that’s how it works, then adding popups when wellness goes up or down sounds like a great idea. Personally, I didn’t realize that taking damage reduces wellness. Small notifications like that would make the system clearer and help players understand the consequences of their actions.

As for the first option (manual stat allocation), I find it interesting. It feels like a level-up system and gives players more control. But I also wonder about balance: wouldn’t it be easy to just focus one stat and power-level it too quickly?

I’d like to suggest a hybrid approach, which might fit the game’s atmosphere better.

The idea is to keep the automatic stat growth, but let players influence the direction of that growth indirectly, based on their daily activities. For example:

  • If the player spends most of the day gardening, and their wellness is high, they could get a bonus to strength or stamina.

  • If they work in the workshop — maybe dexterity or intelligence increases.

  • If they spend time doing alchemy — intelligence could increase.

This would strengthen the connection between the character’s lifestyle and their development, without breaking immersion or slowing the game’s pace. Maybe something like this already exists in the game — but if not, I believe it could add depth.

Thanks again for sharing your development process — it’s really exciting to follow the progress of Sinathir!

Maybe I’ve completely misunderstood the topic and I'm talking about something else entirely — if so, feel free to correct me.

Making stat growth from wellness dependant on actions was the first thing that came to my mind, but it didn’t really fit the wellness system from what I tested.

Wellness represents how well is your character doing physicaly. If you eat properly and don’t get injured, you wellness increases. If you get injured often, drink alcohol or do drugs, it gets lower.

The old system was sort of a skill tree. The higher your wellness level, the more and different stats would increase, but there was no player choice. I thought about turning it into proper tree, where you can choose what stat will increase at each level and that worked fine, but I didn’t like it that much. It would make things faster, but I would also have to add some way to reset your tree choices and at that point, selecting stats every week would be pretty much the same thing.

Stats increasing from doing certain activities doesn’t fit that system thematicaly that much, but it does fit the game. I would like to implement this kind of system in the future in one form or another, but I don’t really want to add more stuff to do in a single week, since that could drive the completionists insane.

I could turn this into daily tasks. Each week you get an option to pick one atribute and you will get a task to do. If you pick STR, you will have to mine stone or cut wood. DEX will require you to craft something more complex, like machine parts, AGI will need you to plant five plants and INT will require you to make a few potions. Doing this will increase your selected atribute.