- Joined
- Jan 19, 2018
- Messages
- 78
- Reaction score
- 72
- First Language
- English
- Primarily Uses
- RMMV
Hi all, I kinda had a small epiphany when playtesting my game: I have a brief tutorial in my game where the player learns how to
approach and battle enemies. Before they approach the enemy however, there are 3 items laid before them on the map-- a healing potion, some gold, and a weapon to equip. The player would equip it and fight the monster standing before them. The thing is, when I playtested again and skipped the items to the fight, I noticed my character would still do ridiculous amounts of damage without the weapon.
This crushed me at first, because it seems like there's a massive balancing issue. Or maybe it's normal, since that enemy was so weak and it's meant to be an early monster to kill. But then I got an idea--why not just remove weapons entirely? Or just have one
main weapon for that character that they can augment to do different types of damage or have skills attached? It could cut out the middle man of buying weapons or upgrading. What do you think?
approach and battle enemies. Before they approach the enemy however, there are 3 items laid before them on the map-- a healing potion, some gold, and a weapon to equip. The player would equip it and fight the monster standing before them. The thing is, when I playtested again and skipped the items to the fight, I noticed my character would still do ridiculous amounts of damage without the weapon.
This crushed me at first, because it seems like there's a massive balancing issue. Or maybe it's normal, since that enemy was so weak and it's meant to be an early monster to kill. But then I got an idea--why not just remove weapons entirely? Or just have one
main weapon for that character that they can augment to do different types of damage or have skills attached? It could cut out the middle man of buying weapons or upgrading. What do you think?

