Hi, Darren. Thanks for the response. Good post as usual.
Maybe run it privately past a friend or two for some immediate feedback first.
The only people that I know that program or play roguelikes are on the internet. I showed my project to some people and they look at it cock-eyed like wtf is that. My girlfriend would prolly turn lesbian if she knew I was programming a roguelike. Roguelikes are not aphrodisiacs it seems.
I think I will just bite the bullet and unleash this crazy game soon.
Designing it to be fun for yourself to play is probably the most guaranteed way of getting it balanced well to start with.
That's sort of what I thought too. It is crazy how tweaking one parameter can throw off the balance since things are all interconnected. In my early efforts of balancing I'd go from getting destroyed on level 3 of the dungeon to tweaking some things and then being invincible by level 3. Well, it has been a good learning experience thus far.
Ultimately I think any roguelike should allow very high success rates with 100% careful play, and the deaths should come from player mistakes (which are inevitable).
I kinda like this interpretation too. Since rl's use a random number generator it is a good battle to try and force a probabilistic situation into a quasi-deterministic one with balanced and strategic play. I can say that good game design is paramount to effect this outcome and who knows how close I came to that.
I have been working on this like mad lately trying to get it out the door and balancing feels like tweaking the coefficients of insane differential equations trying to catch the jackpot of stable behavior.