Author's notes
This week's game felt like a much cleaner process. I knew the broad shape of the game in advance: it would be a battle gauntlet against a series of "identical" enemies, and the gameplay would be about deducing which of your randomly hampered stats needed to be remedied. (Some of these details were left over from Sketch #1 and past visions of knife fighting.) Because of the heavy use of status ailments for the various "flaws", and for the "Assess Foe" skill, I wasn't sure if I'd have time to implement everything I wanted. But I was able to get all the skills and structures working fairly quickly, leaving me more time to fiddle with the math and add a few extra flourishes (like having new elfs walk in from offscreen).
Indeed, fiddling with the math turned out to be the biggest time sink. I used the Defense stat for this game, which meant a lot of extra calculation to get the numbers how I wanted - especially since Defense can change mid-battle. I usually bypass this mess by using fake Def scores in menus and using piercing damage for enemy attacks. When I need damage reduction, I'll use elemental resistance instead, because in RM2K it's a multiplicative modifier, which is much easier to reason about than a subtractive one like Defense. But it's easier to change Defense mid-battle, which was necessary for this game, so I spent a good 10 minutes on the calculator just trying out different Atk and Defense values, for both the player and the enemy, including with form defects and enemy specialties. After finished, I realize I had messed up the numbers anyway: Flawed posture increases the damage you take by 5 points, while it should be 15. Use this dark knowledge to your advantage.
The focus on math, bound to a relatively simply game structure, meant I was able to plan out less of the game in my head. (Besides which I haven't felt much need to.) As a result, there was more room in the process for figuring out what my ideas actually meant. How long should battles last and how many do I want the player to be able to fight? How many of these form defect ideas can I jump on? Do I have time for enemy variants? Which ones can I get working quickly? Which ones need extra skills to make sense? The work of translating ideas into concrete form and making judgments on the fly about what I can or can't afford to put in the game: this is more fun for me than working off a plan, straining to remember exactly how I wanted everything to be and rushing to implement it in time. This was a less stressful, more rewarding hour than the last one.
Sketch #3 had a big combat design experiment at the center of it. My vision was of having a combat system that only needed "one" enemy, and which provided variation from battle to battle by randomizing the player's condition. Winning the battle is a question of efficiently identifying and correcting the issues, which are deliberately obfuscated so you have to "feel them out" by fighting the battle. I think this experiment was successful in that it seems more efficient to accurately identify your flaws and correct them than to just hack it out. In an ideal world, the effect of a "flaw" might be a little subtler so there's more tension between leaving it in place and spending the time/MP to confirm and correct it. But for a game this small, giving flaws a pronounced effect and a low cost makes it easy to recognize and engage with the system. I felt I had to do this when I played, so I consider it a success.
What changes would I make if I had more time? I might like Assess Foe to cost more MP so using it isn't such an obvious choice. I'd like there to be more reason to discern an enemy's strengths by feel and to engage with ambiguity: am I getting hit hard because my defense is low, or the enemy's attack is high? Assess Foe gives you the answer right away, while Correct Posture costs more and runs the risk of being wrong. But in a game of this size, perhaps it's better for the Assess skill to be an easy sell. Half the appeal is the fantasy of "sizing up" the enemy. On that note, I would like there to be more to size up - more variation in enemy characteristics. I'd especially like it if enemies could have weaknesses, too, to create moments where you might want to leave a flaw uncorrected. But I think the four enemy versions I have at present are plenty for a one-hour dev process, especially since I'm more interested in the idea of sizing yourself up.
The scoring system, of course, is heavily subject to luck. In a larger game it wouldn't be fair. But it in this case, I think it only needs to give you a reason to try a few more times and see how far you can get by learning how to play. When you reach the point where it feels like luck is the main barrier to a higher score, that's a good time to quit.
My hope was to design a fairly simple combat system I could take and transplant into future weeks' games with dungeon-crawling and exploration structures. I wanted something simple that could provide a little attrition as you explored, and a little more texture than plain old trading blows. That way I could focus on the other aspects of the game and maybe get a little more done. But I don't think this system is actually well-suited to that: fights take too long, and are too costly. At the very least, I would need to design a new set of enemies if I wanted to put Ashua in a drungeon quawler. But I'm not confident this style of play would be very interesting if the enemies didn't have variants themselves. Or would it be? I suppose I don't have to speculate: I can just make another game and see what happens.
Comments
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On my first try I got killed in the first battle while figuring things out, the second I I think got through 3 battles but got ruined by an elf with high attack. I think maybe I also had low DEF because it was doing like 40 damage or something.
On the third try I killed 8 elfs. My strategy was to use Correct DEF (I don't remember the real name) right away so that I don't lose health to a high damage hit. Then just attack to try to learn whether it's necessary to correct any other attributes, like ATK or ACC or AGI. And don't let your health get too low without determining whether you need to correct MND to get good heals.
Assess Foe usually felt like a waste of a turn to me, since learning that the enemy excels at something seemed less important than correcting my own flaws ASAP. I felt like I got more information from just attacking (I can see if my damage is unusually low indicating a chance of ATK debuff, or if I miss indicating a chance of an ACC debuff). I didn't really play for high scores though, so maybe it saves MP over guessing Correct skills in the long run, and can help reach higher scores. After the 8th elf in my run I was out of MP so I didn't really have any hope.
The element of ambiguity in trying to figure out your weaknesses was the highlight of the game for me.
Nice work! Some random design daydreams because this one inspires me:
I agree that Assess may be a little too "easy" of a choice, and I thought up a couple ways to address it that seemed fun. One is, if enemies with different visuals could only be proficient in *specific* areas (e.g. fire spirit can be proficient in attack or dodging, golem could be proficient in defense, mind, or some other third thing), I could see more texture in deciding whether to use it or not. An enemy who could only be strong in speed or defense would be easier and safer to sus out without checking. An enemy that could be strong in attack (among 2-3 other things) could be much more dangerous much more quickly, though. Meanwhile, there could be foes who could excel in attack or mind, but become *much* more dangerous with the latter than the former.
Just increasing the move's MP cost feels like a difficult balance - slightly too high and it would start to feel borderline worthless? But if you gave it another property, I could see it working? One thing I thought could be cool though would be like... all of the MP moves have an opportunity cost, in that using them results in you taking damage and not dealing any in return - if Assess also guaranteed the next attack would miss, this would remove that opportunity cost, which I think would enable you a lot more wiggle room to jack the MP cost *way* up, like as much as 5? Which I think could make it feel worth abstaining from sometimes without the move feeling worthless. Heck, depending on enemy design it could even function as a scuffed method of dodging dangerous attacks. Thinking some more, it would also more strongly differentiate the move from other means of collecting info, because a dodged hit would offer no information itself.
Anyway! This is just random musing. Thinking about RPG is fun.
that's a great point about opportunity cost. what it makes me wanna do instead is add to assess a one-turn "stun" flavored as the enemy sizing you up in return. a little bit of calm before the storm.... of course you could have enemies size you up regardless, but there's a neat unexpected flavor if it's something they always (or *usually*) do in "response".
the idea of different enemies coming with different limited sets of variants makes me excited all over again about transplanting these mechanics to a dungeon crawling setting.. i think it could really work for like a 2-4 hour single character rpg. i've always liked it when rpgs emphasize "learning" enemies, and getting to pick up like "ok these guys never actually excel at speed, so if i'm getting outsped it's ALWAYS a me thing" is a very texture for that. you could also use different language for different enemies adding a layer of interpretation when dealing with new foes - a high attack griffin probably doesn't have "sublime grip" but maybe a "hooked beak" or even something more abstract like a "predatory gaze"...
yeahhh yeah yeah!! love all of these thoughts. one thing I also think is particularly nice about different enemies having different flavors is that the idea feels simple and broad enough that, if developing under time pressure, I feel like you wouldn't necessarily need to remember precise language or combinations or numbers, you could just anchor your thinking in that concept and follow the visual design of whatever enemies you decide to work with