NokiMo
Keisi
Keisi

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Devlog #16: End of Phase 1 (Game balancing + bug fixes)

ESPAÑOL: ¡Aquí!

v1 Status: Phase 1 Completed

Good morning, everyone!

I can finally say that the first phase of the project is complete. Honestly, I thought it would take me longer, and although I’ve moved some things to later phases, the most critical and mandatory adjustments are now finished.

I’ve implemented a series of important changes to improve the game experience. Here are the most notable ones:

I leave you a few screenshots:

Adjustments Based on Your Feedback

Thanks to your feedback, I’ve made some additional adjustments:

These changes, though they may seem small, required a significant amount of time for reflection and analysis. I'm learning a lot about how to balance a game, which gets more complicated as you add more elements to the equation. However, the game should now feel much more balanced, with a more logical progression.

I'd mention that the feedback received was from a very small group; we'll discuss it in the coming weeks.

Looking Ahead: Redesigns Are Coming

The work isn't over yet. Two important additions are on the horizon: a complete redesign of the "perks" system and a new feature called "Heart." But, as always, we'll take it one step at a time.

The next point is the redesign of the passive/perks system. Why? Because I want to solidify the foundation of these systems so they work correctly from the beginning. It's better to invest the time now to do things right than to have to rework them later; that's the point of all this after all. I've analyzed all the RPG and dating-sim elements to identify flaws and areas for improvement, and the community's feedback has been (and it is) invaluable in this process.

Because of this, I've made a big decision:

Say goodbye to the stat points system and hello to the new profession levels system.

I don't have the interface designed yet, so you'll have to wait a few days to see the final result. The concept is as follows:

This will be the first task I focus on. Not only is it a system I'm excited to work on, but it's also the final part of the balancing process.

Don't worry, the level cap for this first version will be low, as I don’t want to overload v1 with RPG content. There is still one more important addition to implement that is purely RPG, so I'll take it easy.

And that's all for today!

Truthfully, even though dealing with code and calculations is a mess, I'm really enjoying the process. I like being able to dedicate time to each thing without having to think about too many things at once. I hope to maintain this "Phases" dynamic, as it allows me to have clearer goals and not feel the need to overextend myself.

With nothing more to add, I'll see you all soon!

Devlog #16: End of Phase 1 (Game balancing + bug fixes)

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