The Tower Balance Game

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In Tower Balance you can take on the challenge of trying to line up the blocks of your tower as they drop onto it. Try to balance your marvelous construct for as long as you can.

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The Tower Balance Game

I've never done a tower defense game specifically, but I did balance a turn-based strategy game, and basically I learned that you need to have a general idea of what 'balance' should be as you start things, then you'll basically tweak that idea based on playesting as you go along. But it's important to have a general vision to iterate upon or else you'll not have any real idea how to go about things.For tower defense, your core balance is going to be time-to-kill for towers versus the 'standard' unit, I'd imagine. Assume that an enemy has 100 health and then set up a formula that determines how long it will take a given tower to kill such an enemy. This will obviously require some deviation when it comes to towers that work in different ways (AoE that hits multiple enemies, for instance) but it gives you a starting point. Another fairly important metric might be time this standard enemy will be in range if the tower is placed optimally.

With of of these, you can get an idea for how many enemies a given tower can kill. That's a lot of different numbers, but if you get a spreadsheet that encapsulates this then you can see how tweaking numbers makes a difference.Then, when balancing enemies, you can take their extra health and scale that time up, and then add other factors like enemies that move faster (thus meaning towers will have less time with them in range). Because you've presumably balanced towers amongst each other a bit by this point, you're now free to start working with enemies and deviating from your 'standard' enemy and seeing what that does to your normal numbers.In terms of general level design, I'd think that you probably won't be needing to 'prove' that a level is possible so long as you do a good job with the above steps and build the levels slowly: they'll get frustratingly difficult before they get impossible, but that will mean you'll want lots of playtesting throughout level design. But, if you want to eyeball it, you've got lots of numbers like total health the enemies will have and you can figure out how long the enemies would be in range of towers and do a sanity check to see how much damage you expect the towers to be able to dish out. Not a 'proof' but a good way to double check yourself.In my own experience I found that balance wasn't nearly as hard as I expected. I designed the combat system to be fairly simple, and I knew the basic gist of the mechanics before I started putting together units. For each of them I came up with a role/concept they should embody and then assigned stats that I felt were in the ballpark.

The plot builds ever so subtly and there are segues that make you question what exactly is taking place. The messengers cast. The question of who and what Jack is, is as much a mystery as the unfolding story of a murdered journalist.

Then I set up a giant spreadsheet that computed chance to hit, average damage, then expected damage per attack for every unit against every type of unit. This let me eyeball things and make sure they made sense. This actually worked surprisingly well, and though I did lots of incremental adjustments throughout playtesting, the end result was pretty similar to the initial implementation that I got with my spreadsheet.The key things I did have to adjust was some of the more orthogonal elements that my function hadn't incorporated: some units had high speed and thus got to move more often, which meant their overall damage output was higher than others that my sheet ranked as equal.

The Tower Balance Game

The move radius of units was also an emergent issue, one I'd tried to compensate for (since a large threat range was worth some damage, but you couldn't nerf their damage too much or else the threat range was useless because they were too weak), but that just took some iteration. The other major 'discovery' I made was that sometimes the system has certain quirks that math doesn't quite cover.

For instance, I had three types of 'warrior' units that all were supposed to deal the same damage. One was less accurate but dealt much higher base damage, one was balanced, and one was really accurate but didn't deal as much. Originally I balanced them to have the same expected damage (average damage times probability of hitting a 'normal' unit), but I discovered from playtesting that it was more valuable to have the weaker but more dependable unit because of how battles played out (also, most units didn't have enough health that the extra damage made much of a benefit). I compensated by pushing the damage for the inaccurate one even higher and the accurate one even lower, though in retrospect I probably should have tried to find a better way to tweak things as this ended up making the balanced one more generally appealing than either other one.One final comment: as others have said, you'll need to get other people to play test, but that's a much more complicated thing than most people realize.

First of all, much of the most important playtesting will be when you can directly observe from the players, not what they tell you afterwards. People generally absorb a lot of information subconsciously, which means they might not be able to tell you what they noticed, so you need to be good to see what they're doing so you can pick up on it. One way this is usually expressed is that when someone says something needs to be changed, they're usually right, but when they tell you what it should be changed to they're usually wrong. You are the expert on your system, and while that may leave you blind to certain flaws, it also means that you're likely to understand things at a deeper level than anyone else, which means you need to spend a lot of time thinking things through before you solicit advice. The flip side is that you do need to listen to feedback and really consider it even if it sounds stupid: it probably is, but you're so close to things that you might really be overlooking a glaring flaw because of that.Beyond all of that: good luck! Game design is hands down my favorite part of making games, but it really is an art, not a science. All the numbers and spreadsheets you can make will still ultimately be secondary to gut feelings sometimes.