Further tuning
So, as with any roguelite design the main metrics are:
1. how many rewards are built in (total) in-game?
2. what is the expected amount of runs?
3. what should be rewarded, and with how much?
In PBA, it makes sense to dole out rewards in terms of upgraded cards. There are 50 Character library cards plus 10 Character starting cards. Overall, this is 60x3 potential upgrades, but you're supposed to keep the decks separate. So let's focus on one for now.
1) a character has 1 enemy of each type (1x lackey Lv1, 1x boss lv1 etc) and 2 of each in the CB. That's 3x6 = 18 combinations. After beating those there are 2x6 = 12 more from the other boxes. With all 3 boxes, that's (2+1+1+1)x6 = 5x6 = 30 unique enemies.
Each enemy also comes with a reward card (2 sides) but those are in-game rewards and ephemeral and these reward cards are weirdly double sided. After victory you are free to choose a side and resolve the entire text. It may affect your build.
up to v1.2.2 I thought a complete run should be rewarded only, so only boss 3 would be "tickable", but that doesn't seem really enticing: people will likely only play the first stage so the columns should be expanded...
Files
Get Paperback Adventures Fix and Campaign
Paperback Adventures Fix and Campaign
Fixes for the 2024 and earlier editions
Status | Released |
Category | Physical game |
Author | Kosterix |
Genre | Adventure |
Tags | Boss battle, paperback, Roguelike, Roguelite |
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