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New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 Nowhere Prophet 

 

Developer

 Sharkbomb Studios 

 

Publisher

 Sharkbomb Studios 

 

Tags

 Strategy 

 

RPG 

 

Singleplayer 

Release

 Q2 2018 

 

Steam

 € £ $ / % 

 

News

 48 

 

Controls

 Keyboard 

 

 Mouse 

 

 Partial Controller Support 

 

Players online

 9 

 

Steam Rating

 Mostly Positive 

Steam store

 https://store.steampowered.com/app/681730 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 0 .. 20,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 0  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 0 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Nowhere Prophet Linux [594.61 M] 


DLC

 Nowhere Prophet Original Soundtrack + The Art and Design of Nowhere Prophet Book 




LINUX STREAMERS (4)
hatniXnusueysir_diealotalotsirsamsai




Day 5: Balancing thoughts and the coming week

So I hope that by now a few of you found some time to play the PREVIEW build with the improved AI. As you may have noticed, this makes the game a bunch tougher.

The new normal
So I'm currently looking at the overall balancing to bring it back in line. CHOSEN still seems to be mostly fine, though could be a tad easier, while the change to the AI is felt more strongly in BURDENED and DOOMED, which makes me think that both of these need to be brought down a bit as well.

I'd love to hear some feedback about your experience on whether you agree or disagree with me. That would help me a lot to zone in on an ideal curve.

Knobs to tweak
In the meantime, I am thinking about which levers to use to change things:


  • Player Health (At start, increase per level)
  • Enemy Health
  • Enemy Decks
  • Enemy Status effects (which, at what level, how strong)
  • AI cleverness
  • Fight Rewards (Resources, Followers & Items)
  • Event Rewards (Resources, Followers & Items)
  • Length of maps


All of these dials affect the game in different ways. The changed AI basically dialled up the difficulty of fights with the enemies playing more effectively. Tweaking health would be the easiest change but it would also make the game even more sensitive to alpha strikes as it already is in the non-elite non-boss fights.



Enemy decks are probably a better are to address but they are a bit finicky and hard to balance because there's so many things coming together, sometimes in unexpected ways.

Enemy status effects are simpler (fewer moving parts) but the changes are less gradual. One fewer trigger can sometimes make a challenging fight trivial.

My plan for balance
So that said, my current thoughts are to make the enemy decks a bit less mean in Chosen and Burdened so that the decks start to synergize at higher levels. This would also help with making map 1 a bit less of a make or break moment. Also some tweaks to the status effects and then pulling down HP for the elites and bosses just a tad (on Burdened and Doomed). And lastly to make the AI in the early maps a little stupider again - not as much as it was but just a tad less optimized.

I am also considering changing the length of the maps and how the enemy levels are spread out across them a bit. Currently the game ramps up quickly in Map 1, so maybe that should be a bit more gradual.

In any case, expect an updated PREVIEW build Monday or Tuesday next week.

With all that said, please keep the feedback coming! Specifically:


  • How does the current PREVIEW difficulty feel to you?
  • What do you think about my plan for rebalancing?



- Martin


[ 2019-07-26 16:35:21 CET ] [ Original post ]