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pixelheros/.trae/documents/15-Minute Roguelike Game Balance & Configuration Plan.md
walkpan d0f88708c6 feat(gameplay): 重新平衡游戏经济、英雄属性和怪物配置
调整游戏核心平衡参数以优化15分钟游戏体验:
1. 提升抽卡和升级金币消耗(CHOU_GOLD 5→100,LVUP_GOLD 10→50)
2. 重制英雄基础属性和成长值(战士HP 200→300,法师AP 14→40)
3. 优化怪物生成逻辑和属性曲线(BOSS HP 25000→2000)
4. 更新经济系统公式和波次权重配置
2026-01-16 23:36:43 +08:00

2.5 KiB

Based on the analysis of MissionCardComp.ts, MissionComp.ts, RogueConfig.ts, and heroSet.ts, I have designed a balanced configuration plan for a 15-minute roguelike game loop.

The current configuration has some imbalances (e.g., Boss HP 25000 vs Hero AP 15, low card costs vs high drop rates). The plan aims to smooth out the difficulty curve and establish a sustainable economy.

1. Economy Rebalance (GameSet.ts)

Adjust costs to prevent "infinite card spamming" while ensuring steady progression.

  • Card Draw Cost (CHOU_GOLD): Increase from 5 to 100.
  • Level Up Cost (LVUP_GOLD): Increase from 10 to 50 (Base) + 50 (Increment).
  • Goal: Players need to kill ~10-15 enemies to afford one card/upgrade, making choices impactful.

2. Hero Configuration (heroSet.ts)

Establish distinct roles and meaningful growth to keep up with monster scaling.

  • Base Stats (HeroInfo):
    • Warrior: HP 300, AP 25, Def 5 (Tanky)
    • Mage: HP 150, AP 40, Range Mid (Glass Cannon)
    • Archer: HP 180, AP 30, AS 1.0 (DPS)
  • Growth (HeroUpSet):
    • HP: +30 per level
    • AP: +5 per level
    • Def: +1 per level

3. Monster & Wave Configuration (RogueConfig.ts)

Implement a dynamic difficulty curve that ramps up intensity over 15 minutes.

  • Base Stats (heroSet.ts):
    • Fodder (5201): HP 60, AP 8, Speed 100
    • Fast (5301): HP 40, AP 12, Speed 180
    • Tank (5401): HP 200, AP 15, Speed 60
    • Boss (5701): HP 5000 (reduced from 25k to match new scaling), AP 60
  • Scaling Logic (RogueConfig.ts):
    • HP Growth: Exponential (1.15 per minute factor).
    • Spawn Logic:
      • 0-3 min: Fodder swarm (accumulate gold).
      • 3-8 min: Fast + Tank mix (test DPS and defense).
      • 8-14 min: Elites + Special mechanics (high pressure).
      • 15 min: Final Boss.
  • Gold Drop:
    • Formula: Base (5) + Level * 1 + TypeBonus.
    • Elite/Boss give significantly more to reward tough fights.

4. Implementation Steps

  1. Modify GameSet.ts: Update economy constants (CHOU_GOLD, LVUP_GOLD).
  2. Modify heroSet.ts: Update HeroConf, HeroUpSet, and HeroInfo with new base stats.
  3. Modify RogueConfig.ts: Update DefaultRogueConfig (budget/intervals), getMonAttr (scaling formulas), calculateMonsterGold, and getSpawnWeights (wave phases).

This plan ensures the 15-minute session has a clear "Early-Mid-Late" game progression with a challenging but fair economy.