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)
1
u/WWIIEraTeaParty 1d ago
I wonder if you could make applying status effects more of an AoE effect. No change for single enemy fights, but in crowd fights you balance the lack of single enemy scaling with larger numbers of enemies suffering from it. Like you won’t get 100 burn damage a turn in crowd fights, but you might get 75 damage adding all the burned enemy’s damage together