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I really like this game, and I wanted to see if the point ceilings was due to me bad at the game or something deterministic to the ending. And ran some "perfect" simulations. So I first looked at the states of monsters spawned in per room (2-3) so that means when playing perfectly I'll have to use 2-3 actions per room. Next I wanted to see how many actions I'd spend traversing the room, if I took 1 turn vs going straight. The number of turns boiled down to either 9 or 10. So that means each room needs 11-13 turns to complete it. So already you'll need more turns to complete each room than it takes for a new one to spawn. This means the game will end without players fucking up. The patterns I tested:

1) 2 Monsters for each spawned room and you only spend 9 turns (nearest turns) to traverse the room. In this perfect scenario there are 3 possible ceilings player can hit... turn 44 (460-540 pts), turn 77 (820-900pts), and turn 98 (940-1020pts) The rest only have 1 ceiling when played perfectly.

2) 2 Monsters for each spawned room and you only spend 10 turns (straight paths/opposite turning rooms) to traverse the room.  Will hit a ceiling at turn 56 at around (480-520pts)

3) 3 Monsters for each spawned room and you only spend 10 turns (straight paths/opposite turning rooms) to traverse the room. Will hit a ceiling at turn 35 at around (260-300pts)

4) 3 Monsters for each spawned room and you only spend 9 turns ( nearest turns) to traverse the room. Will hit a ceiling at turn 35 at around 260-300pts.

These scenarios show:

1) With perfect play and RNG maximum player points are 1020

2) 3 monster rooms are a huge detriment to the run compared with 2 monster rooms

3) Too heavily focused on rng than player skill (or lack of)

4) Since there's a very low chance of a perfect run, the point ceilings might be determined by how close to the perfect run a player gets.

I think the fix for this would be making the turns needed to spawn a new room/monsters to be smaller than the actions needed to complete the room. Then putting more obstacles to give players choices/chances to fuck up. 

This is a really fun and good game, cant stress enough how much I like the concept.

First off, thank you so much for taking the time to write this, it shows that you really care about this and that's incredible for such a small game for a game jam that means nothing in reality.

Your analysis seems decent and I'll be taking it into account when doing a balance patch. Though I don't know whether that will happen before the game jam submission as we have a lot of other more important things to do before balancing. Game Jams don't usually care about the balance due to the limited scope of the games, but if we do have a decently balanced game then we stand out a lot.

We have plans to spawn more obstacles to create more strategy and hopefully be less luck dependant. We will also move away from the luck dependence with post-jam release features involving progression and character building.

Stay tuned and don't forget to rate it on Monday at https://itch.io/jam/godot-wild-jam-36/entries

Best wishes!