Good insights on cooldowns here. I had initially rejected the idea of using only cooldowns in a turn-based game specifically because of the dual...
As a thought, here - a game requiring twitch timing can be just as boring as a turn-based one, and far more annoying, if adding twitch timing is...
I have Stun, Paralyze, Daze and Sleep in my current project. How I'm differentiating them is as follows - Stun - Lasts for one turn and drops...
That's a good point there. To make me favor the DoT over the nuke, it should be a better use of my resources in some way, and it starts out as a...
I have a fair few DoT effects in my project, but the general guidelines I use are as follows: 1) Status effects always stick unless the target is...
Also, don't make the classic mistake of giving DoT effects a reduced chance of landing, unless they are extremely powerful. DoTs should be at...
From my experience, I felt like the number of available party members in, say, Final Fantasy X, which had 7, was too few, because you used pretty...
An underground monkey is a new enemy that's a variation on an old one - recolors count, but so do somewhat more significant changes. Consider...
I would say something like 4-7 new enemies per major area (dungeon, story chapter, however it's structured). However, I generally count recolors...
The reasons I don't care for level scaling are as follows: 1) Little sense of progress. 2) Usually lower enemy variety - even "underground...
The game I'm designing uses a party size of five and for most of the game, you will in fact have five, or at the least four, characters. However,...
The big problem with level scaling, is that unless there's another way to gain power, or enemies are constrained in their scaling ranges, you...
To me, they're very different styles. Tactical strategy has a lot more depth to the battles, for sure, but they also take a lot longer (unless...
I think the tell, and some kind of counter, is critical - dying to a low-probability cheapshot is not much fun. In Dragon Quest 2, there's an...
A point in favor of not making your numbers too small, is that larger numbers give some room for granularity. Also, since the numbers are mostly...
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