(a thread)
1 I worked on it recently
2 it's the MOST arbitrary/abstract of systems
3 yet also the most painful to screw up
but much of the process is similar for balancing other systems (xp, $$$, etc).
What do you want your player experience to be??? For example, abt Boyfriend Dungeon, I could say:
- small enemies die quicker than big enemies
- small enemies kill me slower than big enemies
- as I level up, I want to both do and take less damage
- I want this specific enemy to die in 3 hits when I am level 5
- I want this enemy to die in only 1 hit when I'm level 20
- I want player to die in 10 hits by that enemy if level 5, but 20 hits when level 20
Make a spreadsheet, pick a number that seems reasonable for X or Y, whichever way you want to do it so things add up.
OR if the enemy kills in 10 hits, and does Y damage, the player needs Y*10 hitpoints.
(pick an X, pick a Y)
So now you have numbers that seem to make some kind of sense. Put em in the game.
Test those user stories from before. DO you die in 8 hits at lvl 5? Does it die in 3 hits? If you're lvl 10? Just double-check reality with your ham-fisted numbers
If you know certain numbers only at wide ends of a spectrum, for example, you know your damage at level 1 and 10 and 50 but not the rest, you can use mycurvefit.com with desmos.com/calculator/ to find smooth numbers in-between.
OK so now you can start adjusting things. I recommend you start with VERY LARGE changes to feel the difference and then dial back, rather than edging hesitantly in one direction or another and not being sure whether something is different.
Maybe even though everything's theoretically "working", it just doesn't /feel/ like you envisioned.. and sometimes it's easy to fix -- oh, 3 hits takes a bit too long so let's go down to 2. Sometimes it's.... not. 😬🤔
Fin!