One of the major things we’ve been working lately is to polish character skills, add some new skills and rework on our skill upgrade mechanics.
Let’s take a look at main things on that work.
GAINING NEW SKILLS
When adventuring in the world of Iron Danger, our playable characters will be gaining new skills on constant pace. As part of minimizing grinding, we have removed experience points and character levels and instead will be giving skills as part of story progress. Originally we fleshed out a system in which each level will have special focus goal, which was sort of competition between your two characters. On most simple form it could’ve been number of enemies killed by Kipuna versus number of enemies killed by Lemichen. Based on this condition, one of the characters would then receive skill upgrade. However, more we played with those conditions the more we got into impression that it is not as much fun as we expected and could easily lead into non-balanced character development. Therefore we started to rework on it. Now the system is actually more straight-forward. After each of so called adventure-level, some of the characters will gain new skill upgrade. The skill upgrade can be selected from the pool of available upgrades for that specific character and picking a skill, might add new upgrades to the pool for future. This actually feels really good, because we can have steady supply of upgrades going on and constantly giving something fresh to try out. There was initial downside with this as well. Now that we get skills more often, we were running out of the skills, so we needed to start working on adding some new skills. This was some unplanned extra work for us, but just plain happy bonus for the players.
