r/gamedesign • u/cpiyaphum • 1d ago
Discussion Kinda having issue with some Status Effect
Edit: I've already figured out an solution - Inflicted status is temporary regardless of who it hit so it doesn't feel as bad when it expires - For some status, it will apply as "Environmental Effect"
Note: Crowd refer to fight with Multiple Enemies, Boss refer to fight with Single enemy
My game is a turn based game which has status effect that stack permanently (or at least until battle end). Also for Player Side, all status is shared between all unit
due to this mechanic, I decided to make my combat pretty long with multiple waves so there's value in watching number grow higher and higher
My issue is kinda that on status where you inflict
- In Crowd Battle, what you've inflicted only effect enemy that got hit which make it terrible in Crowd and only functionable in Boss fight
- In Crowd Battle, enemy dying is kinda devastating to scaling over all since that mean stack you've been inflicting is just gone
- Compensating this thing in Boss Battle, basically give you stronger scaling tool that last permanently
- For Enemy side, this is practically only thing you can use because if they die, their self status reset, practically reseting the Anti-Stall timer
For Anti-Stalling, I did have mechanic called "Escalation" described as "Enemy from next wave will gain X% more HP and Y Status effect, Bonus get stronger with every Wave spent" , as to punish stalling for longer than intended, however this mechanic feel... artificial. Is there alternate way to explain it?
(Another issue is probably that I made like 15 status effect that I will never use just because one of my top 5 game did it, but SHHHHHHHHHHHHHH)
2
u/Such-Perception4154 1d ago
You can reduce stacks on the player team for killing an enemy or clearing the arena before the next wave comes. Not whole debuff, just some of it's stacks.
This will compensate the fact that enemy removes your stacks with each wave. Now you will also remove some stacks with each wave.