19th of July, 2021


Spent some time doing a pass of the skills a couple days ago, I was thinking about the original intention of the battle system to focus on giving as many options as possible and it doesn't really do that right now. The skills were effectively tiered, and just got stronger. So you'd start with a tier 1 version then go up to a tier 3 or 5 depending on the character. It was just "more damage for more cost", which is fine? But you're always going to pick the highest damage one under most circumstances, so it's not really a choice.

My initial pass was for the healing character and a support one, just to see if I could come up with a more unique way of handling their skills that gave you more options other than "highest one I can currently use" and to force the player to use a variety rather than the best. There are still a couple like that but I can justify those ones as they are damage/cost tradeoffs, the rest though just offer even more gameplay options. I need to do a similar pass for melee skills now since those suffer a similar problem, but I know what I'm doing now.

I've always had an idea of how I want the game to play, but I only really nailed it and figured out what I want to really hone in on a few days ago, and it's taking good form now. I still need to rework and rebalance some other stuff (potions, primarily) but it's nearly there. The most fun part about gradually chipping away at this over the last few years is seeing it come closer and closer to completion. It both looks exactly how I want it, and doesn't resemble the original plan at all. It might have issues (we'll see), but it's mine - and I love it.

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