Balance Pass & Scene Immersion — Design Spec

Date: 2026-04-06 Status: Implementing autonomously per user request

Research Sources

  • GDC 2019: Slay the Spire Metrics-Driven Design
  • Balatro scaling analysis (mattgreer.dev, balatrowiki.org)
  • RogueBasin power curve principles
  • Hades/Darkest Dungeon/Inscryption scene design patterns

Part 1: Balance Retuning

1A. Gold Economy (target: afford 25-35% of shop per visit)

SourceCurrentNewRationale
Basic combat85~40% reduction
Elite combat2012Elites still rewarding but not windfall
Boss combat4025Big reward but not run-breaking
Skill tree gold/combat+1 per nodeunchangedKeep as meaningful small bonus
Merchant Prince elite/boss+10+8Slight trim

Interest mechanic: +1 gold per 15 gold held after each combat, capped at +3. Creates Balatro-style "hold vs spend" tension.

1B. Shop Prices (raised ~60-80%)

ItemCurrentNew
Common relic5080
Uncommon relic90150
Rare relic140250
Common consumable1525
Uncommon consumable3050
Rare consumable5080
Heal (20 HP)3040

1C. Relic Slot Cap: 8 maximum

  • Inspired by Balatro's 5-joker slot limit (scaled up for our 50+ relic pool)
  • When at 8 relics and offered a new one, player must swap (discard one to take new)
  • Forces build identity: can't just stack everything
  • Reward screen and shop both enforce the cap with a swap UI

1D. Base Scoring Nerf (~15-20% chip reduction)

Reduce hand chips so early game isn't trivially high damage. Keep multipliers — relics should be where scaling comes from.

HandCurrent ChipsNew Chips
High Die22
Pair54
Two Pair86
Three of a Kind108
Straight1210
Full House1412
Three Pair1613
Long Straight1815
Two Trips2016
Four of a Kind1815
Full Keep2218
Four Pair2420
Five of a Kind2522
Royal Keep3025
Double Quad3530
Royal House3832
Six of a Kind4035
Seven of a Kind5548
Eight of a Kind7565

1E. Enemy Scaling Per Act

Enemies should get tougher each act without needing separate monster pools.

StatAct 1Act 2Act 3
HP multiplier1.0x1.4x1.8x
Damage bonus+0+2+4
Shield bonus+0+3+6

Applied at combat start via dice_combat_manager.gd using SoloGameManager.current_act.


Part 2: Boss Rework

Per-Act Boss Assignment

ActBossHPIdentity
1Beholder (lich)190Disruptor — snipes + chaos + steal rerolls
2Shadow Kraken (hydra)220Bruiser — heavy attacks + flip + lock + defend
3Arch Demon (dragon)250Full toolkit — burn + chaos + flip + heavy attacks

Kraken Lord (serpent_rider) reserved for post-game/endless mode.

Boss Passive Abilities (unique per boss)

Each boss gets a passive that invalidates one common strategy:

  • Beholder — "All-Seeing Eye": immune to Freeze. Can't be cheesed with ice combos.
  • Shadow Kraken — "Thick Hide": absorbs first 5 damage per scoring turn (minimum 1 through). Punishes chip damage, rewards burst.
  • Arch Demon — "Enrage": gains +2 attack damage each turn. Creates urgency — kill fast or die.

Boss Add Policy

  • Act 1: No adds (solo boss, learning experience)
  • Act 2: 50% chance of 1 basic add
  • Act 3: Always 1 elite add

Part 3: Scene Immersion Redesign

Design Principles (from research)

  1. Background scene per screen (not generic panel)
  2. Items arranged spatially in the scene
  3. Character/object anchor with minimal animation
  4. Ambient particles (embers, dust, sparkles)
  5. Brief transition ritual between screens

Shop Scene

  • Dark background with merchant table/stall feel
  • Items laid out on a surface (spatial, not list)
  • Shopkeeper character area at top
  • Candle/torch particle effects
  • Gold pouch visual for economy

Shrine Scene

  • Altar centerpiece with mystical glow
  • Blessing options arranged around altar
  • Sparkle/magical particles
  • Dark vignette framing

Rest Scene

  • Campfire background (reuse hub campfire concept)
  • Heal option as "rest by the fire"
  • Ember particles rising
  • Warm color palette

Trap Scene

  • Dungeon corridor feel
  • Trap mechanism visible
  • Tension-building dark atmosphere
  • Danger particles (sparks, dust)

Implementation Order

  1. Balance numbers (gold, prices, chips, enemy scaling)
  2. Boss rework (per-act assignment + passives)
  3. Relic slot cap with swap UI
  4. Scene redesigns (shop → shrine → rest → trap)
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