Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Creating New Regions

A topic by Theanael created May 11, 2022 Views: 165 Replies: 2
Viewing posts 1 to 3

Do you have pointers on how to create (and balance) additionnal regions ?

Developer

In terms of balance, the game is still being worked on and tested so I can't really help with that unfortunately! Right now I'm still figuring out which upgrades players take, how much health they tend to have as they progress, etc., so I'm sort of guessing at balance until I can do more thorough testing with the complete game.

Writing the regions themselves is fairly straightforward. Figure out how many areas you want the player to encounter as a minimum before they hit the boss room and add 1 to it - that's the minimum number your Boss Room should occupy on the Area table. From there it's just a matter of figuring out which areas you want and what you want to be in them, much like writing an adventure or a dungeon in a more traditional system.

Hope this helps!

Thanks for your answer, here are some more questions : 

- How does replay work exactly ? does it only apply to a single foe or to the entire species ? when the replay for Hollow hit 3 does it mean the player can avoid every hollow he encounter ?

- What are the descriptions of the traps, item and curse named in the crumbling village (Collapsing Wall Trap and Pit Trap, yellowing skull and soulless curse)  ?

- Is it normal that Hollows are harder to kill than Skeletons but give less souls ?

- Can the player choose to exit an area with enemies still presents ?

- What does "they might find them self suddenly stronger…" mean in the Special of Dessicated Grove  ?

Thanks again, I love your game