Balancing
One of my job was to balance the game's data. In this kind of game, every actors' statistics have to be balanced and connected to each other. Thanks playtests and formulas, enemies have the same number of "power points", which evolves with their level (bound to the position in the player's run).
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We add in these stats the different characters (with their own specificities, faster, stronger...). Finally, I had to consider the different "gods blessings", magics powers, and the items, passive game stats which improve the character's abilities.
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Then, Balancing includes also the Level design's data. It means two things : the enemy distribution in the different rooms and the room distribution in the run.
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Enemy's stats
(x = level)
Character's stats
(x = level)
Room Distribution
Map distribution
Item's stats
Concept and mechanics
As game designer, I designed the Gameplay and the core concept and experience with the other game designers. I was also responsible for the event's rooms content (mystery rooms, dummy rooms, rest rooms).
The gameplay is split between two kind of action : fight and choices. Event's rooms are focused on choices.
Combat system
Examples of event rooms
Monetization
Finally, with the other game designers, we designed the economic system of the game.
First of all, the context of the game (Viking's culture) has been chosen for the contextual enthusiasm for it with Viking's TV show and Assassin's creed Valhalla.
Then, we worked on the the model we wanted to make with our game. We couldn't put everything we wanted on the final project, but the basis are here.
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Actually, our incomes come exclusively from the adds, but we designed an economic system for eventual futures updates (battle pass, new features, hard currency shop...)