A Call for Playtesting
So the game is close to content complete, and I need to get some playtesting in for game balance.
Several of the screens, like instructions and about, are placeholders, and other screens like the main menu and the options screen are functional, but not polished.
What I am looking for is game balance feedback. Does the hunter start out too overpowered and is it too easy? Or it he underpowered and the game is frustrating.
An upcoming feature I am adding is the concept of difficulty levels. The adjustable parameters for this have only to do with the hunter, not items and creature. I can change the hunter's max armor, health, damage, bombs stats per difficulty level, but changing how many potions, shields, and upgrades is done across all difficulty levels.
Get Fortune Hunter (of SPLORR!!)
Fortune Hunter (of SPLORR!!)
Zombies. Diamonds. And More Zombies. Plus Diamonds. Did I mention zombies?
Status | Released |
Author | The Grumpy GameDev |
Genre | Survival |
Tags | Roguelike, Roguelite, Strategy RPG, Top-Down |
More posts
- The Game is "Done"Feb 18, 2021
- You can win and lose... so shippit!Feb 05, 2021
Comments
Log in with itch.io to leave a comment.
Hey there.
Hanged out a bit in stream earlier today and gave the game a go.
The difficulty at the beginning is fairly hard since you cannot see anything and have to rely on luck to find health/armor before dying. However it very quickly ramps down as you can leave armor and health laying around when your topped up on either and go fight the Z's and return for them later when you need them.
I think what the balance comes most down to is that you can walk the routes you know to be safe without any hazard or penalty to fetch up health and armor when you run low on either.
In the end what got me was a trap when I was getting too cocky and usually what got me in Nethack was something similar (stupidly trying to hit monster while the solution would've been in backpack the whole time).
Cheers and good luck.