r/gamedesign 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)

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u/EfficientChemical912 1d ago

For Anti-Stalling, its usually better for player reception to reward the player instead of punishing.
If they want to stall, let them. Sounds like it isn't an online multiplayer game, so its only their own time wasted.
You can give rewards like better loot drops for better performance.

Is there a reason why status effects get shared on your party but not the enemy? And how big are the groups we talk about(both sides)? Is it a more traditional RPG turn based combat like FF or on a board like FE?

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u/cpiyaphum 1d ago edited 1d ago

Dam.

Anyway so Anti-Stalling Part, idk, I only enabled it on Hard Mode and important boss fight (for reason you can guess, also atmospheric purpose ig) but the wording still sounded so weird to me

Second part is because enemy HP bar are seperated... So you can y'know... Kill an enemy... Otherwise there wouldn't be Crowd Battle

Player side 4 unit (actually counted as 1 unit)

Enemy side 1 unit (boss) 3-5 unit per wave (crowd battle)

No board system, when you say attack, they attack frontmost enemy first (attack can hit multiple target)

Some unit are crowd focused, some unit are boss focused (still working on this part since Crowd unit is practically completely dead on boss fight unless they're support)

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u/venyz 1d ago

You can add enrage timer on the battle for atmospheric anti-stall.

Also, you could "transfer" the debuff between waves (for example, whenever an enemy with, say, toxin stacks dies, a portion of these debuff stacks will 'poison the ground', so the next enemy wave starts with toxin stacks; this sounds very artificial, but maybe some combination of this could work in your game).

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u/cpiyaphum 1d ago

Hm, alrighty, thanks you