Devlog: Final mechanic behavior finalized, now just working on numbers
The mechanics are all behaving the way I intend to keep them, so now it's on to the final part, which is tweaking things like damage and frequency, etc.
This essentially means just playing it over and over and making small tweaks to the numbers until it can be consistently beaten with a "perfect" run, that is only clicking good runes and never clicking bad ones. That's usually how I determine the 100% time.
I also tried to avoid any RNG issues on this, as in the ritual will be fairly consistent between runs (I think). In future games, I am aiming to add difficulty through more difficult mechanics, as opposed to sheer randomness.
Aside from tweaking the final ritual this past week, I wrapped up all the various loose ends, such as the gameplay help for it and making sure the gameplay stats were fully working as well. I even had some early gameplay testing on it.
After the ritual is playable, and I program in the score, theres just external play testing, and I think that's it.
So this week's goal is to get it hopefully consistently winnable and get a rough idea on normal/casual winning times. I expect it to take a week or two at most.
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RitualBound
A simple male-oriented, demon themed NSFW clicker
More posts
- Devlog: Mechanics done, on to tweaking and testing7 days ago
- Devlog: Two final mechanics to go!14 days ago
- Devlog: One or two mechanics left!21 days ago
- Devlog: More mechanics done, some more play testing28 days ago
- Devlog: Started Actual Final Ritual Mechanics35 days ago
- Good progress on Final Ritual, new dialogue option42 days ago
- Devlog: Endings are done and Epilogue is done, got another illustration added49 days ago
- Devlog: Endings about done/epilogue started56 days ago
- Devlog: Final Character rewards done!63 days ago
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