I recently released a game called Engalia: The Wager as an entrant into a one-week game development contest. The gamepage can be found here, although I recently took down the download so that I could make some changes to the game based on the comments I received at the end of the contest.
The most prevalent comment I read was that the game is too difficult. I'm not surprised that this was the case given the limited amount of time I had to beta test the game after finishing its development, and a lot of the changes I've been making have been aimed at making the game more balanced in terms of difficulty. At the same time, I'm also adding new content that I didn't have time to finish during the one-week development time allowed by the contest, so there's plenty to do before releasing a "polished" version of the game.
In any case - just to give a sense of the scale of the changes I'm making to the game - here is the current changelog. I'll release an updated changelog alongside the eventual "polished" download, and I estimate that will happen sometime next week!
- All weapons now have the correct damage type set. This fixes a bug were normal attacks were dealing significantly more damage than they were supposed to deal.
- Heroes with a "one star" rating in attack now have their attack stat set-up properly. This should fix problems with physical attacks being utterly useless with these characters. Note that this only really affects the "Monk" and the "Thief", as other "one star" attack heroes don't generally use physical attacks (eg. mage-type characters)
- Status affects should now work with the advertised accuracy. They were previously far too inaccurate, both for heroes and enemies.
- "Stun" has been removed from the final boss's ultimate attack, basically because a "Stun"-all attack is pretty cheap.
- Healing spells used by the "Cleric" now have a reduced MP cost.
- All heroes have been given 1.5x more MP.
- Enemies will no longer be able to engage the hero party with "pincer" and "back-attack" type encounters.
- Increased the duration of all status effects so that they actually last longer than a turn. The definition of "turn" in RM2K3 is so confusing. Status effects should be a lot more useful now, especially buffs and debuffs.
- The first boss, Frost Wyrm, has had his attack-list tweaked so that he is less punishing vs. parties that don't contain dedicated, single-target fire damage. It was nigh on impossible to beat him without his previously.
- Chests now give more potions, ethers, phoenix downs and status-effect removing items, and have a better chance of giving out items as a result. This should make the game slightly easier.
- "Mimic chests" have been added, meaning that enemy Mimics will attack you from every 1 in 3 chests. In addition to these chests giving you a randomly generated selection of items (which is what "normal chests" do), "Mimic chests" will give you a Ring or Amulet that can be used to favourably boost your hero's abilities.
- All enemies have had their skills renamed to add flavour. For example, the normal attack used by Goblins is now named "Goblin Hammer". This doesn't effect balance or playability, but does make the game slightly more interesting IMO.
- Many enemies have had their skill sets reworked so that status ailments are more prevalent. They were previously only used by a small selection of enemies, which I thought to be quite boring.
- Enemy damage has been reduced across the board. Enemy skills were simply set up to deal too much damage, and that has now been fixed.
- Normal attacks used by heroes are now properly balanced, and their listed damage falls in line with the damage skills are supposed to deal in relation to normal attacks.
- Intelligence and Defence-based status ailments have been changed to affect the proper stat. Previously they were mixed around, and this was due to a bug in the RM2K3 engine that lists them improperly.
- Status buffs (Speed Up, Attack Up etc.) no longer result in heroes being displayed with a negative animation.