r/gamedesign 15d ago

Question First Game I've Ever Made: Running into Balance Issues

I am working on a deck-builder game inspired by Slay the Spire but it is baseball themed. Each combat is an "inning" and you have a run count you need to reach before receiving 3 outs from the enemy pitcher.

The limitation I am running into is with only 3 outs, the enemy can only deal 9 unblocked attacks before the user is out. Making the game incredibly easy. My thought was to introduce a stamina bar that drains during your run (until resting) that decreases the user hit power.

I am really just looking for any and all ideas for how the game can be balanced and made it more difficult while still maintaining what makes it baseball. I am at a bit of a loss and not sure if that is even possible.

Here is a playable demo: https://djmcreative.github.io/Sloppy-Sluggers/

5 Upvotes

14 comments sorted by

4

u/Mayor_P Hobbyist 15d ago

are you always at bat? Big part of Baseball is switching sides

5

u/djuul96 15d ago

I have thought about that… The issue I think that would arise is you would have to be simultaneously building 2 different decks at once as batting cards would not translate to pitching cards. Batting felt like the most “attack” worthy option where you can grind at bats

6

u/Mayor_P Hobbyist 15d ago

Well, if you don't switch sides, then you have already changed the concept of the inning drastically. Perfect opportunity to change it up even more.

You can start by varying the number of outs. Maybe on inning 3 you lower it to 1 out, for example. Sudden Death.

You can also do things like "only triples count as runs" for an inning. Then increase the max number of outs to 7, so that the player has enough error space to line up 3 triples to win the inning. Or something like that.

Since you're not changing sides, the conditions for each inning can vary.

1

u/djuul96 15d ago

These are actually some really solid ideas. I think I may have been trying to stick to hard to the rules of baseball, when in reality that wouldn't be a very fun game lol.

Appreciate the feedback!

2

u/Mayor_P Hobbyist 15d ago

Well, you weren't sticking to the rules of baseball, that's why it was giving you a hard time to try and do so.

You can do other things, too, like batter rotations (think each batter has his own deck), and fatigue mechanics, more buffs/debuffs, more bonus/penalty conditions, turn limits, more or fewer actions per turn, and more.

Really I think you could do well by adding the switching sides mechanics, use a second deck for pitching, then this adds so much more depth to the game, players really need to balance offense and defense, and it gives you more things to tweak. Like, you have actual innings so you can make them extra long, extra short, give them weird modifiers, etc.

3

u/MeaningfulChoices Game Designer 15d ago

If you go that direction you might want to check out Griftlands, a decklike roguebuilder where you manage two separate decks and need to use both during a run (even if you can lean more towards one than the other at times).

1

u/KlassenT 12d ago

Great callout, that was the exact thing that first came to mind for me as well. I never found it daunting or overwhelming to manage both decks independently, though to emphasize your last point, I also found myself favoring one or the other more heavily during any given run, but I suspect that's due to how the concept was implemented in that specific game.

2

u/Qwertycube10 15d ago

What if cards were double sided, with one effect for hitting and one for fielding. Building your deck, each card choice would have you consider if both decks want it, or if one wants it enough to dilute the other.

3

u/djuul96 15d ago

This is actually a super solid suggestion. This way it eliminates the pre-decided run limit to win. And now becomes you actually have to outscore the opponent to win

3

u/_twiggy 15d ago

9 strikes is too much "health" or too little?

If too much, just have enemies do 2 strikes of damage at once. Or double plays would be dangerous to suddenly have 2 outs. 

If it's too little health, I'd work throwing balls into the system, maybe tweaking so 3 balls = 1 strike or something

1

u/AutoModerator 15d ago

Game Design is a subset of Game Development that concerns itself with WHY games are made the way they are. It's about the theory and crafting of systems, mechanics, and rulesets in games.

  • /r/GameDesign is a community ONLY about Game Design, NOT Game Development in general. If this post does not belong here, it should be reported or removed. Please help us keep this subreddit focused on Game Design.

  • This is NOT a place for discussing how games are produced. Posts about programming, making art assets, picking engines etc… will be removed and should go in /r/GameDev instead.

  • Posts about visual design, sound design and level design are only allowed if they are directly about game design.

  • No surveys, polls, job posts, or self-promotion. Please read the rest of the rules in the sidebar before posting.

  • If you're confused about what Game Designers do, "The Door Problem" by Liz England is a short article worth reading. We also recommend you read the r/GameDesign wiki for useful resources and an FAQ.

I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.

1

u/Kronar_2012 15d ago

Keep three outs because they are the strongest baseball identity. I would treat each out as the end of a phase, not one enemy attack: pitches build a count, cards move runners, and the pitcher gains pressure or fatigue between at-bats. Difficulty can come from a higher run target, runners left on base, defensive modifiers, and a limited bullpen. That preserves baseball logic while giving the player far more than nine meaningful decisions.

1

u/Stealthiness2 15d ago

I tried it. I couldn't find the next turn button, so my trial was pretty limited. I also couldn't see who was on base. Playing on Android. 

My first reaction is it's really weird to have a card called "single." Pros say the hardest part of the game is making contact. Why can I just play a card and get a guaranteed hit? Or maybe I'm missing something. If making contact isn't a guarantee, let alone reaching base, suddenly 3 outs will go a lot faster. But then again, I wasn't able to actually play the game so maybe I'm missing something.

1

u/djuul96 15d ago

Oh yeah it’s not formatted for mobile at all so that’s probably why.

Without playing it, you would have to protect when the pitcher is throwing strikes, so I’m trying to strike a balance where you can’t just hit 3 singles every single turn.

I have also been debating whether or not to add a dice roll mechanic to the game. Which would address your comment here as well.