Devlog #20 | Items & Challenges
Welcome everyone,
we are working on a fast paced 2D roguelike. You play as a samurai fighting robots.
More Items! More Challenges!
This update added 5+ epic items and 9 uncommon items. Making it 40 items in total. Next update will add the final 6 items!
There are 23 challenges now. Beating a challenge gives you xp, yen and either unlocks an Item or an Ability. The first five challenges are easy and simple.
The other ones after have one extra rule to them. There are five different rules for the 18 challenges, for example "The Root of all Evil: Only the marked enemy can be damaged", or "Darkness: visibility is decreased strongly". These additional rules will be added in the next update. I can't wait!!!! For now you can try yourself on the challenges, they do get really hard! Their difficulty will be adjusted once the rules are added.
I made a Excel Spreadsheet?
You have a level. The level influences the difficulty of the game in two ways. On one hand, leveling up means that new enemies and traps appear. This way the game becomes harder and stays novel. On the other hand, you get new abilities and unlock new Items. This way you have the tools to deal with the new obstacles. You become stronger BUT the game becomes more complicated this way while the difficulty overall stays the same. This way the game stays fresh.
XP is needed to level up, which is gained from doing challenges or runs. Therefore I needed to calculate at what point I want people to be at what level, for how long they need to play the game for and so forth.
Yen is a similar ressource. Gained the same way, but spent on items. You have an item pool. The items in it appear in your run. So when unlocking items, you can buy them into the pool. You can also remove items out of it. All this costs yen. So how much yen should you make? When should you make how much?
So I made a huge ass spreadsheet with all the data in it and played around with numbers until I liked it. Once I get more data from players I can put it into the spreadsheet and adjust the numbers once more. With it, adjusting the values is a piece of cake!
That's all folks!
There is so much more that I did in the last three weeks, but if I mention one then I why not the rest ... but then you're here until I finish the next update. Instead why not play it? :D If you want to see more, you can watch me on twitch or check out my twitter.
Im Missing The Moon, thank you for reading and have a great day!
Files
Get Saikyo
Saikyo
Bad Ass Samurai Roguelike
Status | In development |
Authors | MissingTheMoon, aezylhazel |
Genre | Action, Platformer |
Tags | 2D, Roguelike, Sci-fi, Singleplayer, Swords, Top-Down, Unity |
More posts
- Wrist Pain and Long BreaksSep 07, 2022
- Devlog #33 | Item RedesignAug 21, 2022
- Devlog #32 | Early Alpha UpdateApr 25, 2022
- Devlog #31 | Final Animation UpdateFeb 10, 2022
- Devlog #30 | An UpdateDec 23, 2021
- Devlog #29 | Animation Update 2Nov 15, 2021
- Devlog #28 | Animation UpdateOct 21, 2021
- Devlog #27 | Misc & ArtAug 17, 2021
- Devlog #26 | Feedback & HelpAug 05, 2021
- Devlog #25 | Content UpdateJul 02, 2021
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