feat: batch wiki-fication of 00_Raw data
Applied double-save rule: Master Archive + Specialized Mapping for Skybound, Datacollector, and Frontend Mastery.
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# Skybound Survivor-Like Balance Curve Pass
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**Date**: 2026-04-24
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**Project**: Skybound Protocol
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**Author**: Codex
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**Status**: Raw gameplay balance pass from user playtest feedback
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## 1. Playtest Feedback
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The game shell looked close to Survivor.io / Vampire Survivors, but the actual gameplay did not feel like that genre.
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Reported issues:
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- gameplay did not deliver enough horde-survival pressure
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- stage balance felt uneven
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- TAC Level Up pacing felt unbalanced
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- growth did not form a satisfying user-facing curve
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## 2. Diagnosis
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The previous balance leaned closer to a shmup / tactical shooter.
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Main causes found in code:
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- simultaneous enemy cap was too low for a horde-survival feel
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- procedural spawn did not fully use the timeline `spawnIntervalMult`
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- early EXP requirement was too high
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- EXP growth multiplier was too steep
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- stage difficulty scaled enemy/bullet stats too aggressively
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- stage scripted events were compressed too early in the timeline
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- TAC Level Up card offers were weighted but not structured, so the user could receive awkward choices
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- starter skill offers could omit key horde-survival archetypes
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## 3. Target Curve
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New target:
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- first meaningful upgrade should arrive quickly
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- player should see more enemies on screen
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- enemies should be individually weaker
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- danger should come from density and positioning, not bullet stat spikes
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- level-up choices should consistently support build formation
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- stage progression should rise smoothly rather than jump sharply
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## 4. Applied Balance Changes
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### EXP and Level-Up
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Changes:
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- initial required EXP lowered from `100` to `45`
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- normal enemy EXP increased from `5` to `7`
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- elite EXP increased from `25` to `32`
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- level-up EXP multiplier changed from steep `1.60 / 1.72 / 1.85` to smoother `1.24 / 1.30 / 1.36 / 1.42`
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Expected result:
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- early TAC Level Ups arrive faster
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- the player can form a build before the first spike
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- later progression still slows down without becoming a wall
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### TAC Level Up Card Structure
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The card generator now tries to offer:
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- one owned skill upgrade
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- one synergy / spike-counter / EVO-supporting option
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- one flexible option
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Expected result:
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- fewer dead-choice screens
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- higher chance of completing coherent builds
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- less frustration from random-only card pools
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### Starter Selection
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Starter cards now come from three archetype buckets:
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- primary damage
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- area / crowd control
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- utility / defense
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Expected result:
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- every run begins with a usable horde-survival foundation
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- the first choice feels strategic without becoming punishing
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### Enemy Density and Spawning
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Changes:
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- hard enemy cap increased from `30` to `90`
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- timeline phase caps increased by stage and phase
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- procedural spawn interval now uses `spawnIntervalMult`
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- procedural spawns can arrive in small batches
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- formation spawns now occur more often
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- individual enemy HP and speed were reduced to support higher density
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- elite chance is now a gradual probability instead of flipping too hard by difficulty
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Expected result:
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- more screen-filling horde pressure
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- less empty movement time
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- more satisfying weapon-clearing moments
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### Stage Curve
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Changes:
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- stage duration curve changed from `120 + stage * 30s` to `150 + stage * 18s`
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- stage difficulty scaling reduced from steep `+0.4 per stage` to smoother `+0.18 per stage`
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- phase difficulty multipliers were lowered
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- phase enemy caps were increased
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- scripted wave events are distributed across the stage instead of firing too early
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Expected result:
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- stages feel less spiky and more readable
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- difficulty rises through density and phase rhythm
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- player has time to grow before major pressure events
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### Enemy Bullet and Damage Pressure
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Changes:
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- enemy bullet speed curves were reduced
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- damage curves were reduced
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- bullet caps were reduced
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- global enemy bullet speed multiplier reduced
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- enemy projectile damage multipliers reduced
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Expected result:
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- gameplay moves away from bullet-hell punishment
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- movement pressure still exists, but horde positioning becomes the main focus
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### Weapon Rhythm
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Several weapon cooldowns were shortened so early picks feel active sooner.
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Nova Burst was also adjusted to trigger sooner and scale more clearly as an AoE crowd-control tool.
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## 5. Changed Runtime Paths
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Important changed paths:
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- `/Volumes/Data/project/Antigravity/Skybound/src/features/game/config/balance.ts`
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- `/Volumes/Data/project/Antigravity/Skybound/src/features/game/config/CombatTimeline.ts`
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- `/Volumes/Data/project/Antigravity/Skybound/src/features/game/config/weaponBehaviors.ts`
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- `/Volumes/Data/project/Antigravity/Skybound/src/features/game/systems/SpawnerSystem.ts`
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- `/Volumes/Data/project/Antigravity/Skybound/src/features/game/systems/ProgressionSystem.ts`
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- `/Volumes/Data/project/Antigravity/Skybound/src/features/game/systems/CombatSystem.ts`
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- `/Volumes/Data/project/Antigravity/Skybound/src/features/game/systems/ModularWeaponSystem.ts`
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- `/Volumes/Data/project/Antigravity/Skybound/src/features/game/systems/types.ts`
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- `/Volumes/Data/project/Antigravity/Skybound/src/features/game/hooks/useGameEngine.ts`
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- `/Volumes/Data/project/Antigravity/Skybound/src/features/game/store/useGameStore.ts`
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## 6. Verification
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Production build completed successfully with:
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```bash
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npm run build
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```
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The existing `/sprites/player.png` static path warning remains non-blocking.
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## 7. Next Playtest Questions
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Recommended next playtest checks:
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- Does the first level-up happen within a satisfying time window?
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- Does the screen feel populated without becoming unreadable?
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- Do weapons feel like they clear hordes?
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- Do stage spikes feel earned rather than sudden?
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- Does TAC Level Up usually offer at least one desirable choice?
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