Was my favorite character just too strong?
A proper balance audit gave me more to work with than another run that felt a little too easy.
- Balance
- Characters
- Testing
I kept coming back to the same problem: I could finish runs, but I couldn't tell whether I was playing well or whether certain characters were getting away with too much. Playing my own board over and over wasn't answering that very clearly.
We ran a large batch of simulated runs with different shot patterns, characters and reward choices. These weren't people playing pinball, so the percentages aren't real player win rates. They were useful for spotting abilities that kept pulling ahead under the same conditions.
That led to changes across the roster, including how often some passives pay out and how long control effects can hold enemies back. I don't want everyone winning all the time. I want different characters to feel different without one choice quietly turning the whole run into easy mode. That still needs actual playtesting.