Play Asgard’s Fall: Origins on Steam: https://store.steampowered.com/app/2484990/Asgards_Fall_Origins/
Embark on an epic saga in Asgard’s Fall, a Norse Survivors-like Roguelite. Fight your way through hordes of creatures and let the gods feel your relentless wrath. How will your saga unfold?
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Ey it’s fixed!
kickass video once again mr wander
Great video👌
heyo
The man has a voice again!
o/ commentary, much better (^_^)
Good to hear Wander found his voice. Being voiceless must be a nightmare
I think the best game I've seen in terms of meshing weapon sound effects with sound track is an old freeware game called Garden of Coloured Lights. The effect of enemy spawns or firing was to play that enemy's notes. I'm not entirely sure the game even has music that's independent of the enemy sound effects.
wanderbot with what you were saying about boring level up systems you should definitely try cube chaos, retromation and olexa both loved it. Its a 2d rts roguelike that breaks your brain with incredibly unique abilities, synergies, and level ups
I loved the other video too. But glad to know you’re still speaking
I am at a point where I don't really watch the videos anymore, I just check out the title and the intro and then try them mysself since we have similar taste in game
Professional game designer here Wander. In the Diablo and WoW systems design pits we did discuss the implications of % vs flat damage scaling quite often. Im uncertain if there are discords which discuss that however. If you find one, lmk!
The math was determined through theorycrafting and some very smart designers. We then implemented and tested it to see what the impact was. Then built curves that mapped to our overall leveling curve and monster stats.
Id be happy to dig into a topic like this (maybe even get a fellow class designer like Kris Zierhut who was lead class designer on WoW for a long time) to discuss it with me on my channel.
I prefer bullet heavens that have both stat upgrades and weapon upgrades with ultimate skills. But 100% Between the two, I find minimal stat upgrades to be miles more boring than fun skill upgrades.
Legend has it, this man is still trying to complete his thought on stat upgrades to this day.
I thought he hated meta progression? Or is that retro?
Watching this without your voice the first time was a novel experience that I never want to have again.
09:00 I think you underestimate most people, in this regard. Tweaking builds in minor ways is where its at!
Regarding your question with math, personally I put in a number, playtest it, tweak the number, playtest it, and stop whenever I feel my increase is noticeable but not totally overpowered. It's important that the more simple upgrades have impact, but don't trivialize the game.
I really just come up with a number that's in a ballpark that sounds appropriate and go from there.
Lover wanderbot's random ramblings.
Background enemy scaling making damage increases feel less impactful is the one real gripe I have with a genre I'm otherwise quite happy about.
As you've said, getting an upgrade that defeats a mob in one fewer hit feels great. And that exact same sprite going back to taking an extra hit in between your level-ups feels awful.
I certainly enjoyed slotting my abilities into other abilities in Transistor. It's a good system.
Personally, the simple upgrades feels good to build up hype for the eventual good upgrades. Like with skill trees, you could use trivial upgrades to block non trivial upgrades so that the player doesn't get it to soon, but also when the player eventually gets it, the non trivial upgrade feels stronger that it is due to the build up from the trivial upgrades.
I like how there was no magnets… It seems to make players get in the thick of things instead of run in circles around the map.
Achievement unlocked: Wanderbots played our game! Thank you a lot, sir!
Usually aura based skills are always broken in games and attack speed/multi strike or anything that gives flat damage/speed
I love these types of games but the main problem I find with coding roguelikes is the balancing. Can someone maybe help and give me some tips on how the stats, progression, upgrades of enemies and enemy spawn rate can be balanced?
I see what you're saying, and stating it in another way, the 2 damage vs 5 hp enemy (+30%) situation you talk about is really just 3 hit to 2 hit, which our brains can easily see through. There are only so many ways to give a player feedback, such as health bars. I think another aspect is whether the game deals in hard numbers; I've seen games that might state things like 'a bit' rather than something like +5, but I don't know about how intuitive that might be.
Oh, and I was thinking about your dislike of repetitive sounds. The direct solution would be to have a pool of sounds that a hit can pull from, but there must be a cap on how much time you can put into that with a small team while keeping to a certain level of quality, making the pool size limited to just a few per weapon. So I was wondering, do you think it would be less grating if each hit had a +/- pitch shift on it, or an effect like reverb, dopplering, or asynchronous stereo? A slight effect, I mean, because too much would make it sound strange. Or do you think it might end up to chaotic to the ear?
Benefits for mixing elements I'd prefer on element to element level not item to item. Item to Element would work ok too… Wanderbots after suggesting having item pairings immediately complained about how Vampire Survivors has them, lol.
The lightning stopping power was from not skipping damage upgrades.
Gungnir spawn count throws more swords into the ground in the same place, Sometimes a pixel apart. Those could use either a delay between throws or some scatter on the additional throws. E̶f̶f̶e̶c̶t̶i̶v̶e̶l̶y̶ i̶t̶ i̶s̶ a̶ d̶a̶m̶a̶g̶e̶ u̶p̶ b̶e̶c̶a̶u̶s̶e̶ p̶u̶l̶s̶e̶s̶ i̶n̶ t̶h̶e̶ s̶a̶m̶e̶ p̶l̶a̶c̶e̶ a̶t̶ t̶h̶e̶ s̶a̶m̶e̶ t̶i̶m̶e̶ i̶s̶ j̶u̶s̶t̶ s̶t̶a̶c̶k̶i̶n̶g̶ m̶o̶r̶e̶ d̶a̶m̶a̶g̶e̶. Well I suppose it counts as more hits for % chances and hit counts.
Seems a good game, the sticky enemies is bad tho. You dash into an enemy he hits you 2-3 times.
I'd love more of this.
i'm not sure if you've seen any of supergiant's other games, but the second game they made called transistor, has a skill slotting system similar to the one you were talking about, you have 4 ability slots, and an unlockable upgrade slot for each ability, as well as 4 passive slots, and at save points you can slot the abilities, each ability has it's own cost to slot and you only have so much slot currency, but they have your base attack called break that gives enemies a debuff so they take more damage, and they have another ability you get called jaunt that makes you dash forward a little, but the big important thing about jaunt is that you can use it during your ability cooldown, as the cooldown system is basically, pause time and plan your attack, then wait for your time to come back, but jaunt can be used during that time, and as an upgrade to break it makes it so you can use break in the waiting period, where normally you just have to run around in that time, waiting for it to replenish, while if you put break on jaunt, it makes it so dashing past enemies gives them a debuff so they take more damage
The law about noticeable difference that people can tell is called Weber's law. Typically an additional between 8-10% of the perceived value is needed for people to notice a difference.
A game dev here, though in the animation side of things, not code or game design. A little fun fact: Some games actually cheat the player, telling them X % chance to hit, but in reality it is added a bit on top, just to make it feel good. Its weird, but if you read hit chance 75%, your brain wants that number to be like 80 or 85. So if you miss 25% times, you get angry at the game, even if you know it is correct you feeling wronged somehow. So yeah, that little extra helps with that game feel as well. 😛
game balance is mostly feel after the initial formulation
you gotta balance the number of hits you want an enemy to take, and balance that to other abilities, and take those numbers into account to make a rough estimate of the amount of time a player will be around those enemies
you want to maximize playtime while keeping the player engaged, so whatever you're doing with the numbers, you need to take all that into account