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Sinathir

Raising sim / survival game inspired by Princess Maker. · By QuentinWH

Upcoming mechanic discussion Sticky

A topic by QuentinWH created Jul 28, 2025 Views: 217 Replies: 4
Viewing posts 1 to 3
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I’m currently thinking about a way to make wellness more intersting. It’s fine the way it is, but I feel the whole mechanic is not communicated that well to the player. Here are some ways I thought about to make wellness more hands-on and better communicated.

1. Attribute assignment system

The general wellness will work like it does now. Getting wellness will give you new levels, losing it will lower them.

The difference will be that you will get certain amount of points each week depending on your wellness level. You will be able to use these points at the end of the week to increase your physical atributes the way you see fit, instead of them getting increased automaticaly in a preset way.

This will give more freedom to players to build their character in a certain way. There are few negatives though.

The game will slightly slow down, since now you will have to think at the end of each week about point alocation and build planning. The last negative is how “gamey” this system is.

2. Better communication for the wellness system

This partialy belongs to the first point, but not fully. This option will leave the wellness system exactly the way it is, but it will communicate the changes in wellness better. You will get a popup each time you level wellness up or down. Combat will also show how much wellness you lost from each hit. Wellness window will also change a little.

Tell me what you think. If you have any ideas you want to share, please do so.

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Cannot sugest any good ideas unfortuantly,all thet comes to my mind is a litl scenes thet shows if your wellnes is low,and a friends thet are close to you now (+50 reputation) help you return it to normal once in playthrue (or year) per friend
P.S.if i understend everything right

I’m simply thinking about a way to make wellness atribute gain better. I can either:

1.) Keep everything the way it is, but add popups when you gain wellness level lose or gain wellness points

2.) Make a system where you can alocate the atribute points you gain from wellness your self.

First option is fine as it is, but it is very hands off. Nothing wrong with that.

Second option is better in certain way, since it lets players build their character in a way they really want, but it will make the game slightly slower (you now have to spend time alocating those points) and the system feels slightly out of place to me.

I did some testing in the mean time and made the second option work

It’s not integrated in the game yet. I will wait for some feedback and work on other things in the meantime.

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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.