One of the things I love about balancing is when I do it way wrong. I was setting up the skills for these two enemies and if the enemies got smart, they could flatten your party in two turns. Definitely not my intent, but I was laughing all the same. So I had to nerf a few of those skills and now they are a bit on the hard side, but definitely won’t kill you in two turns (and probably won’t kill you at all if you utilize stunning effects right). I’m still tweaking everyone’s skills because I want to make it so when you get to the end of the game, most of the skills are still useful. What’s the point of collecting the skills of course, if they become useless by the end, right? So I’ll have to do a few more tweaks here and there and hope my beta-testers can give me some helpful feedback about that.

Right now I have a boss to balance, one more half dungeon with a boss at the end of that, the optional dungeon plus the optional boss, and then the final boss. I also have to break the fourth wall before the final boss. Because of how the events are set up for the optional dungeon, as soon as you get out of it, you’re shuffled off to the final boss. Oops. So I figure players won’t mind if I break the fourth wall with a warning and letting them buy items, heal up, and save before they get thrown into the final boss. Of course and warn people not to save over their save file just in case the final boss is too hard.

I wish I had planned that a bit better, but I think it’ll be okay. I meant to be done by now, but I’ve had a job since the end of September (which is wonderful) so I had to rethink my “if it’s not done by December, something’s wrong”. Haha, clearly it wasn’t. But it’s definitely still on track! Hopefully by February–by then, if I don’t have anything (or at least have it off to my beta-testers by then) something is wrong!

Again, sorry I never have much to show you. Hard to show you just databasing screenshots. I’m sure that’d be a bit on the boring side.

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