Nice to see godot getting more traction. I only just learned from discussion topics on steam that STS1 already runs on a free software engine/framework. https://en.wikipedia.org/wiki/LibGDX
I entirely misremembered their press release about them migrating away from unity for an upcoming game.
I am actually surprised libGDX is still getting updates. I used it around 2015 for some game jams, but already the community activity was waning. Seems like development activity picked up post pandemic.
The creators of Slay the Spire have talked about how they gathered statistics on player runs and used that to balance the game. Does anyone know other games that have done this? (Especially single player games.)
Evan Debenham, creator of Shattered Pixel Dungeon [1], gave a talk about how he makes balance and other changes to the game based on analytics gathered from the game’s players [2]. This is used to determine the relative strength of different aspects of the game by seeing how a player’s engagement with a particular aspect correlates with win rate.
This, of course, needs to be checked by community feedback on changes to the game because perfect balance doesn’t always equal fun!
The Fireball spell in D&D is a third-level spell, which means a spellcaster can get access to it at level 5. Compared to other third-level spells, and the power curve as a whole, fireball is overpowered since it does a large amount of damage over a large area, but it exists in the space it does because it's such an iconic and evocative spell/ability that feels so fun to use when it really hits that the designers want people to take it and use it.
That is to say, the spell is so fun to use (which I can confirm) that it's worth being unbalanced if it means more players get to experience it.
I believe that’s very common. I worked at a larger casual game studio and we had Google analytics at the time in the game client. You could easily see where people got stuck based on those and theyd often inform what we did
Sometimes the ability was changed to make it harder or easier to use, or to remove some OP side-effects (e.g. shooting laser would slow you down too much, which in this game it's also an advantage, as you can brake and avoid collision using the laser).
Similar in concept, the designers of subnautica talked about mapping player feedback within the game world and using that to make changes: https://youtu.be/fkjY_R7zQsM Unfortunately I don't have a timestamp because I watched this a long time ago.
It's probably not as rigorous as what you're thinking of but the devs of DCSS have cited online win rates of certain combinations as the impetus for balance changes before.
I don't know how they can improve the game. Better art and music, but mechanically its already as close to perfect as you can get. I don't think a better balanced and mechanically rich deck builder exists.
It may be pretty random but the top players are able to amass winstreaks on A20 and have a lot of decks go infinite. Monster train may be a more fun casual game but the really serious players figured it out and abandoned it rather quickly for being too easy.
Probably. The first game ran on libGDX which had a checkered history of cross platform capabilities. Also I don’t think there’s much active development on it.
Slay the spire was not the first ever deck building rogue like. It was maybe the first one that hit the recent zeitgeist and it was one of the first to be widely streamed on twitch.
Doom was not the first ever first person shooter, but nobody called the genre "Wolfenstein clones" after Doom came out. Dark Souls wasn't the first punishing action RPG with limited save/load functionality, but nobody calls them "King's Field-likes"
There's something to be said for genre-codifying releases, even if they didn't straight up invent the genre.
I entirely misremembered their press release about them migrating away from unity for an upcoming game.