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Thanks for the response!

For 2, that’s totally fair. For a non-mission based game, do you think health/energy potions + a “rest when safe” mechanic would feel balanced? Or in your testing have you found keeping it super scarce (e.g. very limited pit stops for restoration) is the best?

My group tends to err toward “low lethality” so I’m not super concerned about people not dying, more just want to make sure I don’t go so far the other way that the resources are essentially meaningless.

It's definitely something you design on a game by game basis, or based on the group! If your group prefers low lethality and they want that maximum badass feeling for every fight, refilling them to full for a fight works great.

Great, thanks for the input! Love your work, looking forward to all the stuff you’re currently cooking up.