Thinking about the roguelike elements, how did you implement randomization? What was most difficult to balance here?
Our team has a huge range of skill levels when it comes to gaming. We balanced “easy” to Julian, “medium” to me, and “hard” to Jimp.
The other nice thing about dungeon crawlers is that you don’t really need the randomization to be very balanced. It’s actually more fun when you have a run where you get lucky, and sometimes you get really unlucky. It’s that variety that makes it fun!
Balancing was mostly focused on enemy and boss HP against the level of your character’s starting weapon. Then there was experimentation with faith and hunger levels.
We also have a lot of things under the hood of the game that adjust to the player if you’re struggling. For example, if you’re low on health, you’re much more likely to find a heart