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Nice idea! I think the gold mine triggers many battles which in turn give more rewards is a little imbalanced. Spreading out the mines create a series of trivial battles and the global rewards stack up. Probably have a limit on number of encounters per loop, where the number of monsters may group up to stack the risks will be more balanced.

good point! i have a few options that we are discussing

  1. switch to an XP-based system: so you don't get 1 tile per battle (will help, not solve the issue)
  2. gold mines aren't cards, but appear on the loop periodically
  3. limit max battles per loop: nice fallback

The easiest fix is doing option 1 and 3 to provide some top-end balancing, but there will always be an issue with gold mines rng influencing your run significantly.

Any other ideas?