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Broken Reality RPG

A choice-based RPG with heavy lovecraftian horror and eroge elements. · By Lord Rutsah

Horrible balance

A topic by quewye created Nov 29, 2020 Views: 974 Replies: 7
Viewing posts 1 to 3
(1 edit)

It legitimately feels like no one balanced this. There's a clear amount of effort and love put into this game, but was the math done at all?

So, for one, Sword Dancer -- cool, I love the theme! I always like intelligent, sword-based fighters with various maneuvers... wait, where are all my maneuvers? Okay, I get a buff that takes a turn to use. Not the best, but not bad either. Next up...! Uh... weird... a party move? I don't think you get party members for a while... but okay. Ah ha, level four... spear ability? Why is this a thing? Why is it not just "double strike"? It's called "Sword Dancer", why am I given an ability I can't even use without a very specific weapon? Oh and boy oh boy, no one sells spears! Cool! Oh, there's one in the barracks? Good thing I can't buy lockpicks either.

And why is the fortune teller back in the port? Please move her to the main town so people who build a bit incorrectly don't have to restart the whole game. Also, also, making the pickaxe sale price 200 as opposed to 400 is just a kick in the groin. So if someone finds a pickaxe after they buy one, they only get to sell it at half price? What's the point of not making it the same price as the pickaxe?

Also, also, also why is there BOTH an ON-MAP ENEMY ENCOUNTER SYSTEM and a RANDOM ENEMY ENCOUNTER SYSTEM? This is crazy. Choose one.

For the love of god, balance this. There are tough games, but this isn't a tough game, this is a game filled with artificial difficulty.  And please don't have any round-long buff moves until way later. Make sword dance at least do some damage in the midst of buffing so it's not shooting yourself in the foot without party.

Developer (1 edit)

Lockpicking is exclusive for rogues, the other classes don't have access to it, ever.

Sell prices are always 50% of the item's original value.

For the fortune teller: She is also later available at the purchasable house in the Town of Beginnings (well, not the fortune teller exactly, just the Memory Lane location she takes you to).

For combat balance: Yep, I'll be honest, one of the issues I've had for a long while is lack of playtesting to see what works and what doesn't in combat.  For the next update I've already completely revamped the blood magus moveset along with the order they're received, might do that for other classes as well.

Unfortunately the "math" to be done is rather complicated, since you have to factor in perks picked, armors found etc. etc. Until now it was way too often that the players found a way to "break" the game, so I've had to keep upping the difficulty with almost every patch. Frankly it makes me happy that people are finally unable to just breeze through everything. There is still a lot of work to be done on that end (for example I will probably turn all the buff moves into team buffs rather than self-buffs), but I need as much user data as I can gather for that (how they play  I mean).

I think the biggest thing I'd recommend is removing random encounters. The forest sequence was extremely frustrating because you had both on-map enemies and also random encounters. I always like the ability to try and evade,  so I'd probably bump up enemy counts where they're lacking (like the plains directly outside the town) and just straight up remove random encounters. 

Shops need to be rebalanced, for sure.

And probably make abilities not be weapon special. Classes are already locked to certain weapons, there's really no need to further add limitations. 

Developer (1 edit)

Ok, out of these: 1)I'm actually planning on increasing the frequency of random encounters slightly, but I've changed the proximity triggers of some enemy types so they're way more specific (hornets for example have been changed from a crazy 5 square direction trigger to an 1-square non-directional trigger). 2)I "am" hoping to find a good script to make the new "haggle" stat matter more than just dialogue checks, like. selling your items for 3-4% more per haggle level. 3)Weapon-specific skills will remain, but I will change the order at which skills can be acquired, already done so with rogue and blood magus, berserker and adventurer are next.

Edit: Figured haggle stat without a script, code was simple turns out.

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I will just comment saying that you are spelling bullshit mostly, like really.

First. We only have the first floor available for now so we don't have acess to ALL weapons or ALL skills because the lack of easy XP to lvl up. I don't even understand why you are commenting on 'why all the equips aren't available in a fricking DEMO'.

Second. You don't have just one save spot, you can have multiple saves so if you do something, buy something, trigger something, etc you didn't want to, you can have a lot of saves as backup so you don't screw yourself, stop being lazy.

Third. You think the game is unbalanced because it's difficult? LMAO! It's unbalanced, yes. But because it's WAY too easy. It's a fricking RPG, you can grind to hell and even bosses get easy to beat, plus all the classes have a really strong build to them, you can literally test it. Once again, lazyness.

Fourth. And the only thing you said that makes any sense. The enemy encounters, i do feel that it should just be one or limit the in-map encounters to special fights/events. Having so much XP available makes the game too easy.

So, the thing is: get out of your lazy-ass high horse and try to make contructive critics instead of crying like a baby because you think it's hard to play a fricking RPG.

(1 edit)

The developer himself agreed with several of those points. Combat isn't easy unless you make an agility build (or regen build). So it's broken in both directions. You either AGI build and breeze through or don't and you're screwed. So I either build a broken build and win with no fun or I don't and it's unfun.

Also, I never complained all equips being unavailable. I complained Sword Dancer needs a spear to use their level 4. Classes are already limited in what weapons they can use, so this doesn't make any design sense. Usually, the reason you'd do this is for a multi-class. "What do you mean by multi-class?" I hear you ask. This is when a class isn't just once class. So, for example, if it was more of: "Sword Dancer/Guardian" and every time you got a spell you got TWO instead, with contradicting weaponry so you had to choose one path or the other, this would make sense. In the current design, it doesn't. It's also not that the spear isn't available, but you can't get it without lockpicks, which only rogues can get. So inexplicably, Sword Dancer cannot use their level 4 ability without a lot of finagling, even then it's outside their namesake for no clear purpose.

No, I think the game is unbalanced because it's unbalanced. You either make a build meant to take advantage of the system math and win easily or don't and have no fun.

Also, I've beaten every Persona after 2, every Exile game after Crystal Souls, all of the old Fallouts, Arcanum, Lionheart, and more recently (since unsurprisingly, as an adult I have less time nowadays) Underrail and Age of Decadence. These all have not-so-easy combat. Age of Decadence is the sort of game that, if you don't build specifically for combat, combat will destroy you -- even then it's very reliant on luck. Underrail if you don't pre-plan your build, you will be destroyed, even when you do it's not easy. I'm well used to RPGs (there are many I haven't named), used to the grind, difficulty, and used to bad design (although I love Lionheart, it was a rushed game by a dying studio with several issues). The fact is, this game has an interesting premise with an undeniable amount of love put in, but it's an artificially difficult game since the systems are what make it difficult. There's nothing to master, it's either you build a broken character and Thanos snap the enemies or you don't and you have no fun.

At this points I'm just looking up which variables I need to change in a hacking tool to just experience the story. As for gameplay, I concur 100% with everything that quewye has pointed out. I've been playing these RPGs for 30+ years, there is an old but gold formula that works for them... Trying to stray from that perfected formula was a huge mistake given the amount of love and passion put into the game everywhere else. If you are going to have random encounters in the game regardless, then you need to have them reward the time they are taking up by making them take up less time in the future. This is typically done traditionally with XP.

What I don't get is in another post the dev says they don't like the grind aspect, yet they still have a ton of encounters between point-A and point-B, doesn't even matter if they are random or ones you have to dodge. Time needs to be rewarded for dealing with them. It's a critical function in these kinds of games for a reason.

If you need help with combat balancing, I think I might be able to help you.