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Dev Log #7: Healthy type of random!


[h3]Play demo, any feedback you have is important to us![/h3]

https://store.steampowered.com/app/1830320/Lords_of_Ravage/

[h3]Hey, bad guys.[/h3]

Whether we love it or hate it, randomness is fundamental to many games.
In some games, randomness feels like the invisible arbiter of a run outcome, and in others, it just adds a bit of spice to the game. But random is just one game design tool. It can solve a multitude of problems.

For example, in our initial testing, we found that the player had to constantly apply the same fighter skills every turn, and this made the gameplay very monotonous. In that game version, you could place any of your fighters, and that was the first mechanic we got rid of. After that, 3 units were chosen from the "deck" of reinforcements, one of which the player was offered to place on the battlefield. We tried to make it so that all units would be useful, but the player would prefer some combinations of units.


Yet, it did not completely solve the problem. So we abandoned the global ability system in favor of a new concept: Edicts. Players now have a global ability deck that gets used up as the battle progresses (but is restocked after the raid ends). This forces the player to make decisions on the fly.


It was important to us that every run was interesting, so we did our best to design the game so that strategy could be built on any aspect of it - Edicts, Troops or Leader. If the RNG Jesus feels generous in any of these areas - hurry up and take full advantage of it!



We also wanted to announce that from August 26-31 we are participating in the > Isometric sale <, where you can buy our first game at 85% off.

https://store.steampowered.com/app/1184810/Mainframe_Defenders/

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