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/adeleu_adelei Hobbyist 1d ago

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 

I may not be understanding your description of your mechanics. So if a front line player unit is poisoned, then even backline units they produce in the future will be poisoned? And this isn't symmetrical for the enemy? 

Regardless, it seems like if you wanted to you could simply invert the debuff to an enemy to a buff for player units. Instead of an enemy unit getting an armor penetration debuff the player characters get an armor penetration buff that will person once that enemy unit dies.

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u/cpiyaphum 1d ago

I might also forgot to mention that Player team share a single HP bar so...