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Difficulty balance

A topic by RATASOFTWARE.INC created 8 hours ago Views: 27 Replies: 2
Viewing posts 1 to 2

Hi everyone!

I’m currently working on a narrative-driven game where the player can lose in four different ways:

  • Depression
  • Fear
  • Injuries
  • Madness

Each of these stats can be accumulated up to 5 points. If any of them reaches 5, the player loses the game.

My question is about balancing:

How would you balance the events that increase these values versus the events or objects that reduce them?

For example, when it comes to madness: how many events or items that reduce madness would you include compared to those that increase it, so the game doesn’t feel too easy or too punishing?

Would a 50/50 ratio make sense? Or would you lean towards something like 60/40, scarcity-based healing, contextual recovery, etc?

I’d love to hear how you would approach this from a design perspective.

Thanks in advance for your insights!😘

(+1)

Hard to say cause it really depends on what actions player could take in the game. In a game in which player can only choose between multiple choices to progress  and to play the game versus a game in which player have big freedom in their actions, the balancing would be different.

The game sits somewhere in between those two extremes...

 The player has freedom to explore and interact with the environment, but progression is still driven by discrete narrative events and choices rather than fully systemic gameplay.

Because of that, I’m leaning toward balancing around player agency:

  • If an action is clearly optional or risky, the negative impact can be higher.
  • If an event is required to progress, its effects should be softer or at least partially offset elsewhere.

I’m thinking of adjusting the balance per context, depending on how much control and information the player has at that moment...