How should I go about balancing the stats of my items?

Within my game there are regions/caves which you can purchase with coins. Coins are obtainable by mining obstacles specific to the region/caves. In addition to obtaining coins, you can obtain materials which can be used to craft new weapons in combination with coins.

How can I properly balance the amount of coins gained from obstacles, the damage from weapons, the required materials for crafting new weapons, and the cost of new regions to make sure players don’t get bored of repetitive gameplay?

Sorry if that made no sense.

At some game design models, they had some kind of easy mode on the first levels. I believe the curve of difficulty scales up exponentially through the game, making it harder to progress in the end.

Maybe something like…

  • Material cost scales up exponentially.
  • Material requirement scales up exponentially or linearly.
  • Damage should be proportional; effort is rewarded.

You may change the exponent to ensure scaling is not too steep for the players.

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