About the game-
Recently I have started a project for an RPG fantasy styled game similar to Legend of the Bone Sword and Swordburst. The game has been going well but I quickly encountered 1 major issue, the balancing system. Let me explain more.
In the game there are currently these components:
Weapons- They do damage and you can purchase them for gold
Gold- The in-game currency
Mana- This is the “ammo” that staffs and wands use replenished from a fountain for free
Defense- This offsets a certain amount of damage an enemy can do in the form of armor (Enemies also can have defense)
Armors- Different armors have different defense values
Selling- The ability to sell weapons for 100% purchase value
Rank- The level enemies and players can have they affect the damage and health of the player and enemy. As you level up higher, you get more health
Exp - You gain exp from quests and killing enemies
Quests- A way to earn gold, and special items
Arrows- Used in bows, drops from certain enemies
I’m really confused as to how I can balance all the systems in the game such as weapon damage, enemy damage, how much gold an enemy should drop, how much damage a weapon would do, and its cost, etc. Is there some sort of pattern that games follow or a specific way to do this? Any help would be appreciated.
In-game screenshots as a reference.