Game Design: Balancing Challenge & Fun


Forward: Escape the Fold is wishlistable now on Steam!

With this new post, I hope to bring some kind of an answer to the question: What is the balancing point between offering a challenging experience creating powerful synergies, playing varied runs and builds and having fun ?

I’m using Forward as an example but I think the thought process is applicable to other games.

Varied gameplay

In Forward: Escape the Fold, there are currently 126 object cards. These cards give the player a passive effect when picked up. The core of the game relies on the creation of synergies between the objects to empower the player.

Each character has quite a different gameplay mechanic. In a sense, I wanted each character to function as a game mode. To achieve this variety, I decided to have each character with specific objects that alter the gameplay style.

So, each change in gameplay is associated with an object card. I like this concept because it makes it easier for the player to understand as everything is tied to his inventory.

Example of cards that modify the gameplay

I easily could have simply integrated these changes in gameplay directly into the character but this would have meant that the player would have had to navigate new interfaces. In other words, more unneeded complexity.

I think it’s important to assemble multiple features in one larger feature. In any case, that style of minimalism is something I like.

Rarity of situations

The object cards are randomly distributed in the game. To add variety, I added three levels of rarity.

When an object appears, it can be:

  • Common (probability of 75%)
  • Rare (probability of 20%)
  • Legendary (probability of 5%)

This is a common game feature that works really well to add variety. In this respect, it’s really suited to roguelikes.

In the harder game modes, I have increased the probability of finding rare and legendary objects as these are necessary to have a chance at beating the levels.

Positive frustration

Certain cards are associated with negative effects. This is necessary, noticeably, to balance certain characters.

For example, contrary to others, one character has an object that enables moving sideways. This is a big advantage, so I also gave this character negative objects; to increase the amount of enemies or to increase object prices in shops.

These negative objects bring variety, it is not negative frustration (such a thing exists!). In addition, negative objects can bring new synergies. They can improve a character, and this can be a viable strategy, risky nonetheless.

The negative objects are easily recognizable thanks to their specific border and black particles.

Long term improvements

Lastly, it was important for me to make the player feel stronger at every game he plays. He’ll obviously be getting better through knowledge of the game but also by unlocking new cards

By unlocking achievements, the player gets access to more powerful cards; these will facilitate new runs in addition to bringing more satisfaction to the player. I’m really happy with this approach.

The hard mode is precisely there to compensate for this increased power in the long term.

There are obviously other important aspects to balance fun and challenge, and the points mentioned above are only some ways to find a balance.

I’d love to get your feedback on this post, especially if something was hard to understand or confusing. I’m always happy to discuss these topics with you.

Christophe

PS: Beta is still available on Steam if you would like to try out the game!

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