A myth-making tactical RPG, Wildermyth empowers the player to tell a whimsical story of beauty, magic, and strife reminiscent of tabletop roleplaying games.
All Reviews:
No user reviews
Release Date:
2019
Developer:
Publisher:

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Coming soon

This item is not yet available

Interested?
Add to your wishlist and get notified when it becomes available.
Add to your wishlist
 

Recent updates View all (8)

June 19

Design Journal: Campaign Balance

Hi! I'm Jackson, a designer and QA tester for Wildermyth. I'm gonna discuss how we've made some significant changes to help balance both individual battles and the campaign as a whole. I'll start by explaining the difficulties we were having and how fights weren't feeling challenging in the way we wanted.



Background
So our difficulty settings are divided into two different categories. There's the Combat Difficulty, which affects base monster health, hero health, armor, and warding, among other things. Then there's Overland Difficulty. Overland Difficulty was having a much larger impact on Combat difficulty than we had anticipated. This was because the more infested tiles you had, the more cancleable calamities and incursions would occur. On the hardest difficulty, the number of enemies on calamities would start to increase exponentially. This meant that if you took too long playing a five chapter campaign, you could end up in these unwinnable scenarios where you're fighting six Gorgons at once.


Very Scary

Action Economy is one of the most important things to keep track of in a turn based RPG, and on the harder difficulties, the players would often see this economy being turned against them in the worst way. The player can only send 5 heroes at a time to a hostile site, while there's no real limit to how many enemies the player can face in a single encounter. As calamities increase, more monsters will be added to a single card and even though the same number of cards are being drawn every fight, there are just too many enemies to reasonably fight after a certain point.

The other issue with the way calamities were increasing in difficulty is that the real challenge of a particular fight all depended on where the fight took place. Some of the hardest fights in the game could be made trivial by doors and walls that the monsters couldn't bypass. Put the same number and type of monster in an a more open map and the heroes would have absolutely no chance.

The only way players could win these encounters was by using the monster's inability to destroy scenery against them. This led to combat being more about breaking the AI than tactical play, which isn't what we wanted.

Solutions:
So we had a bunch of ideas of how we could fix this, but we wanted to make sure the path we took would be what's best for the future of the game. We wanted to make changes that would not only fix the problem at hand, but give us more control over balance in the future.

Fewer Monsters per Card, More Cards per Combat
We didn't like how many campaigns could become extremely difficult even with a limited number of cards. We also didn't want certain monsters to be so prevalent in every fight. To solve this, we made it so most cards only have one monster on them. This means that a normal fight won't have the player coming up against a dozen Gheists at once. To keep difficulty up, we also decided to make it so a fight in Chapter 5 would draw more cards (creating more monsters to fight) than a fight in Chapter 1.


Even low level enemies can only have two or three units on one card now.

While solving the problem of overcrowding in fights, this also allows us a greater level of control when we balance difficulty levels. In the future we can have certain scenarios add more monster cards at the drop of a hat, and determine how many cards can be put into a single room. Another minor change we made keeps monsters from ever being alone in a room on a map like the tower. This is to keep heroes from burning through an otherwise difficult fight by picking off the monsters one by one.

Parties of More Than 3 Heroes Cannot be Ambushed
Infestations just weren't acting in an interesting way and would tend to drag out campaigns in a way that felt frustrating. We've changed it so only parties of 3 or fewer heroes can be ambushed on a tile with an infestation. We adjusted it so having a tile with an infestation on it increases the difficulty of the hostile site on or near that infestation. Heroes in groups of 3 or more can now spend time patrolling in an area to clear the infestation and reduce the difficulty of the hostile site. This gives players more choice in how they want to deal with obstacles. It might be faster to just go straight for the hostile site with your group of five heroes, but that fight's going to be a good deal harder.



More Calamities on Higher Difficulties
Once we changed ambushes, we needed to see more calamities on higher difficulties, so we made each fight on the hardest overland difficulty give out two calamities and instead of choosing from two calamities to cancel, the player chooses between four calamities. This keeps the game difficult, but gives the player more control in how the enemy improves. This also makes Legacy Points more valuable, which is what we've wanted for a while.


Chapter 1 looks pretty mean if you don't use Legacy Points to cancel some of these.

Having Lots of Heroes Means Recruiting Becomes Expensive
Legacy Points were also losing their value because players were just able to recruit too many heroes. If you played your cards right and got the right events, you could end up with 10 heroes by chapter five and still have more Legacy Points than you'd ever be able to use. We wanted to keep heroes valuable, while also making it possible to come back from rough fights in the first and second chapter. To do this, we created a scale, so the more heroes you have in your party, the more expensive it is to recruit more. We also added Legacy Point costs to recruits that came from certain events. This means that if you have 3 heroes, you'll be able to recruit more, even if legacy points are scarce.



Monsters Can Break Doors and Scenery
One of the most important parts of creating emergent gameplay, is ensuring that the enemies are able to participate in some form of counterplay. If the heroes have one ability that monsters are unable to defend against, the player will begin to only use that ability, and the game will quickly become stale. Monsters were unable to open doors and destroy scenery. This meant that larger monsters would quickly become trapped in their spawn locations, and if they didn't have a ranged attack, the heroes could just whittle them down while incurring little to no damage. It also meant that fights in an enclosed space, like the tower, became trivial. Heroes could just go room by room, clearing them out one at a time, and never having to worry about monsters in the other rooms.

We've changed it so all monsters can get through doors, either by opening them or by breaking them down. All monsters can now attack and destroy scenery as well. This should prevent the player from breaking the game, while also closing the difficulty gap between open maps and tower maps.

Monsters Can Alert Allies and No Longer Spawn Alone
The second part of giving monsters a chance on these sectioned off maps is allowing them to call for help. We added in Alarm as a free action for all monsters. The ability lets them alert all monsters within a 10 tile range or the heroes. The monsters in other rooms will then begin moving towards the heroes and a real sense of urgency is created.

Overall, we just wanted to make the difficulties feel more consistent, give monsters the opportunity of counterplay, and increase the tools we have to adjust balance in the future.

Thanks for reading! Please let us know what you think!
5 comments Read more

June 6

Dreamhack Roundup

We had a great time at Dreamhack Dallas!



My favorite thing about the show was the chance to meet a bunch of passionate indie devs. We're all in this to make the games we want to play, and there's something really infectious about that passion.

Fell Seal: Arbiter's Mark
steam page

It's always great to meet another husband-wife team, especially one that's so friendly, open, and passionate. The game is a love-letter to Final Fantasy Tactics, so while you're waiting for Wildermyth, definitely check it out!



Here's a picture I took with the devs :-P



Popup Dungeon
steam page

Another papercraft tactical RPG, this one with an emphasis on user-generated content. Awesome!



I'm thinking, maybe we'll make a character exporter for Popup Dungeon? We won't do the full square ones, but the cutouts will totally work.

Alluris
steam page

If you take procedural storytelling core of Wildermyth, and boil away everything that gets in the way, you end up with Alluris. Alluris is a pure and simple choice-driven procedural RPG, and it's gorgeous. Another family-powered team!



Summoner's Fate
website

I want this on my phone. A mobile-first turn based tactics game with a fun premise and a lovely art style. These guys are doing a lot of things right as far as I can tell, and were super friendly and open.



Witch
on facebook

This looks really cool. A throwback 2D in 3D JRPG, and you can tell instantly it's a passion project. It's still relatively early in development but there's a lot of love here.





0 comments Read more

Reviews

“Wildermyth, although still in alpha, was able to convey that "sense of wonder" that very few games are able to give... Design, music, storytelling and so on, are harmonized in an excellent way. The general feeling that you have throughout the campaign is to be part of a wonderful adventure of D & D, in which characters grow, fall in love, grow old and die.”
SafariGames Italia

“The entire feel of the combat is hugely satisfying and compelling... The papercraft art style is a joy to behold.”
Save or Quit

“Even in it’s early state the game is a lively and instantly likable journey into a new land, with a nicley tactical battle system and a unique magic system that looks to offer a good amount of versatility... it sinks its hooks into the brain fairly quickly and doesn’t want to let go.”
Hardcore Gamer

Hear a Tale or Spin Your Own

About This Game

A myth-making tactical RPG, Wildermyth empowers the player to tell a whimsical story of beauty, magic, and strife reminiscent of tabletop roleplaying games. Lead a band of heroes as they grow from reluctant farmers into unique, legendary fighters. Battle unexpected threats and uncover the secrets of this dark, whimsical fantasy world.


  • Your heroes age, transform, fall in love, and sacrifice themselves over the course of each game.
  • Your choices (and combat skills) have a huge impact on their path, and you’ll get familiar with their personalities and quirks.
  • Your favorite heroes stick around in your legacy. So even if they die, they’re not gone forever—you can pull them into the next adventure. And over their multiple lifetimes, their story grows ever more epic.



    An Imaginative Papercraft World
    The Yondering Lands weaves hand-painted 2D characters and scenery into a 3D world to create a luscious, layered landscape, full of detail and surprises. No orcs, elves, or goblins here—but watch out for the telepathic insect-dragons and the clockwork undead.



    Choices That Matter
    A hero may choose to trust an enigmatic talking flame, leading to a particularly fiery change in their appearance and combat abilities. Or they may choose whether to pursue a romance with a fellow hero, giving each of them new advantages from fighting side by side. Encounters and events have permanent, character-defining effects, letting you craft the arc of each hero.



    Endless Replayability
    Pick and choose from a huge bank of combat abilities as your heroes level up in each playthrough, and decide whether you prefer offensive or defensive tactics, brute strength, stealth, or magically flinging fire from a nearby lamp into your enemies' faces. Procedural generation gives you new heroes, new enemies, new story events, and new maps every time you play.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7+
    • Processor: i3 or better
    • Memory: 3 GB RAM
    • Graphics: Open GL 3.2
    • Storage: 1 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    Minimum:
    • Requires a 64-bit processor and operating system
    • Memory: 3 GB RAM
    • Graphics: Open GL 3.2
    • Storage: 1 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    Minimum:
    • Requires a 64-bit processor and operating system
    • Memory: 3 GB RAM
    • Graphics: Open GL 3.2
    • Storage: 1 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system

What Curators Say

3 Curators have reviewed this product. Click here to see them.
There are no reviews for this product

You can write your own review for this product to share your experience with the community. Use the area above the purchase buttons on this page to write your review.