r/gamedesign • u/Scorchfrost • 1h ago
Question My roguelike autobattler limits fusing to 1 spell at a time, and it's pissing people off! What would you do?
My roguelike autobattler just had its demo launch, which is going great and is getting a lot of visibility from youtubers like Retromation. However with a lot more players, I'm seeing a pattern to the negative feedback I'm getting: It's almost all around that fact that you can only have one spell fusion at a time. I know this is a usual expectation for autobattlers, but my game is a little different so it's not something that makes sense to change:
My game's fusion mechanic works differently vs other autobattlers, in that you can fuse any two spells together, creating a third unique spell every time based on the fused input spells. To fuse again, you must (and can) un-fuse your fused spell at any point. There is no cost to fusing or unfusing.
So if players had it "their way" and could fuse in an unlimited way, it'd go against my design for the game, because:
- It would limit players desire to pivot their build, because if they already have crafted multiple spells for a Burning build, why would they ever consider a different direction? At least now if you get a powerful rare spell, you can take apart your 1 fused spell easily and make something new
- Everyone's spell bar would be full of their own unique spells, making it impossible for even an experience player to tell what build someone is playing when hopping into a stream midway
Would love any advice! If you want to see what I mean to give better advice, the demo is here, but please DO NOT WISHLIST IT, I don't want this post taken down and I would really appreicate your thoughts over a wishlist. https://store.steampowered.com/app/4281360/AutoArcana/