r/SoloDevelopment 2h ago

Discussion Game balancing

Hey guys, I am trying to build this project game of mine and I have been wondering how do you actually balance out the values? My game is roguelike so we're talking about items scaling, base damage(melee and ranged), enemies' health and damage, etc. If you got any tips I'd appreciate it a lot!

2 Upvotes

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u/BlackforkGames 2h ago

Struggling with this on my own roguelike. I think I play it more than I code at this point. Anytime I run into something where I can’t beat it, I just have to stop and ask myself, was it because that was impossible? Bugged? Could I have done it with a perfect item setup? Is it ‘only’ possible with a perfect item setup?

And, being a roguelike, having to play up until that point again to test it has been killer. If I didn’t create some debugging shortcuts, I don’t know what I would have done.

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u/Droulski 2h ago

Yeah, I'm trying to avoid falling into that tiring loophole of playtesting. Debugging shortcuts is a way to save time but I was wondering if there would be a more optimal one

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u/SethSlax 2h ago

If you're not already, get yourself familiar with Excel/Sheets and writing formulas. If you code, it's not that difficult, just different.

Plot out your items and their stats and any modifiers etc, and you can have it auto-calculate expected damage values. The beauty of it is that updating the values recalculates the formulas automatically, so it's very useful for tweaking on the fly.

Good too for planning enemies, their health and resistances etc.

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u/Droulski 2h ago

Didn't think of that, thanks