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Steam News21 November 20232y ago

Game design challenges from blending two games

Originally, the game concept emerged from a mix of Potionomics and Darkest Dungeon (DD). I combined key elements of both, which led to a design challenge regarding the in-game time mechanic.

Full notes

Full Hero Manager update

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What changed

0 fixes1 addition3 changes1 removal
  • Events
  • Gameplay
  • Maps
changedOriginally, the game concept emerged from a mix of Potionomics and Darkest Dungeon (DD). I combined key elements of both, which led to a design challenge regarding the in-game time mechanic.
addedVarious attempts to introduce new mechanics have only resulted in ancillary features that do not solve the core gameplay problem. Ultimately, I decided to remove the ability to start fights of my own accord. Simultaneously, I moved from turn-based combat to an automatic combat format where fight times are predetermined and visible on the calendar. This has made time a limited resource and necessitated strategic time management.
removedFights are no longer started at will; They occur at predetermined times that can be seen on the calendar.
changedCombat has moved from turn-based to auto-battle, making gameplay easier.
changedThe removal of turn-based combat and the campaign map significantly narrowed the game's development scope. While challenges remain, these changes move the project closer to completion and alleviate recent burnout. The end is now on the horizon, motivating continued progress.

Hero Manager changes

changedOriginally, the game concept emerged from a mix of Potionomics and Darkest Dungeon (DD). I combined key elements of both, which led to a design challenge regarding the in-game time mechanic.
addedVarious attempts to introduce new mechanics have only resulted in ancillary features that do not solve the core gameplay problem. Ultimately, I decided to remove the ability to start fights of my own accord. Simultaneously, I moved from turn-based combat to an automatic combat format where fight times are predetermined and visible on the calendar. This has made time a limited resource and necessitated strategic time management.
removedFights are no longer started at will; They occur at predetermined times that can be seen on the calendar.
changedCombat has moved from turn-based to auto-battle, making gameplay easier.
changedThe removal of turn-based combat and the campaign map significantly narrowed the game's development scope. While challenges remain, these changes move the project closer to completion and alleviate recent burnout. The end is now on the horizon, motivating continued progress.

Originally, the game concept emerged from a mix of Potionomics and Darkest Dungeon (DD). I combined key elements of both, which led to a design challenge regarding the in-game time mechanic.

In DD, time only progresses through fights, so you can't use busy heroes. Potionomics allows time to advance whenever you want, but forces a boss fight after 10 days, so you'll need to be careful with your time. I preferred the potions approach, but that created a problem because there are no mandatory fights. Time was of no importance, it became an endless resource. For example, during a hero's recovery in hospital, time can be freely advanced without any consequences.

Various attempts to introduce new mechanics have only resulted in ancillary features that do not solve the core gameplay problem. Ultimately, I decided to remove the ability to start fights of my own accord. Simultaneously, I moved from turn-based combat to an automatic combat format where fight times are predetermined and visible on the calendar. This has made time a limited resource and necessitated strategic time management.

In summary:

  • Fights are no longer started at will; They occur at predetermined times that can be seen on the calendar.

  • Combat has moved from turn-based to auto-battle, making gameplay easier.

  • The removal of turn-based combat and the campaign map significantly narrowed the game's development scope. While challenges remain, these changes move the project closer to completion and alleviate recent burnout. The end is now on the horizon, motivating continued progress.

Source

Steam News / 21 November 2023

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