Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

I was annoyed by the high rate of random encounters, especially one coming up right after I was done with one.

Watching the two things fight has a certain appeal to it, but there's a long way to go before it hits the mark. For now, I think it's a good bit of practice.

Thank you for testing our game! Please, be more specific, what adjustments could be made to "hit that mark" for you? I agree the high rate of random encounters, currently at 1 in 10 chance, was not the original vision. I had set this for testing and when crunch came to time to serve we had to ship it without much balance testing. The showcase for this project really is the battle system, we plan to implement leveling systems and hone in the balance between enemies.

(+1)

It's all in the details. It looks like you were going for a visually stylistic fight scene, and if fights are expected to take time, visual appeal becomes very necessary. I would equate what's going on here to the sport of Boxing.

The high rate of random encounters comes three fold: a high tick rate, a probability that's not low enough, and a lack of immunity after each fight. To understand when the probability becomes unacceptable, you need to think about the probability of how many ticks would it take to reach a low probability of avoiding the encounter, which would be (9/10 ^ x). So, 0.9 * 0.9 = 0.81. Then, we say 0.81 * 0.9 = 0.729. The pattern would keep going until the probability becomes so low that you almost guarantee an encounter.