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(+1)

Ah well, it is often the case that true randomness doesn’t feel actually random to us mere humans. If it were me, I’d probably do something like pre-calculate the number of enemies to be killed before the next one is dropped, and tie it to that counter, rather than rely on true randomness at any given %. This way, you can control the extremity of the range (and more easily tune early vs late stage behaviors).

(+1)

I 100% agree, actually that's a really good idea, scaling the probability based on kills since last card. That's actually really clean, I'm noting that down. Definitely having one of those "why didn't I think of that" moments rn