Posts tagged Balance
10 posts about Balance from Another dev blog by UYLLII: making and publishing free Android games, newest first.
- Game design
Idle Fishing Empire: a generational fishing tycoon with a moral fork and no time gates
Designing Idle Fishing Empire: heirs across generations, sustainable vs destructive fishing, logistic fish stocks, five endings, human-cadence sims, and no time gates.
- Game design
Revisiting Genesis: giving an idle game an ending and finally shipping it
How I un-parked my idle game: fixed scope with an ending, a simulator that plays like a human, value pricing, and a privacy-policy rejection on release day.
- Game design
Wordhoard: designing a word roguelike that isn't 'Balatro with letters'
Wordhoard, a word roguelike in an illuminated manuscript: rarity from word frequency, a broken charm combo the sim missed, and sounds that weren't gunshots.
- Publishing on Google Play
Rogue Video Poker: a roguelite video poker game, and how it got rated PEGI 3 by mistake
Designing a video poker roguelite with machine chips and bosses, then fixing a wrong IARC content rating, simulated gambling rules, and seven countries that ban it.
- Game design
Backpack Battle: balancing an autobattler so no class beats every other class
Balancing Backpack Battle, an inventory autobattler: a class-vs-class sim matrix, survivorship bias in balance tests, a counter triangle, first-fight fairness.
- Engineering
Emberfall on real phones: fixing an 88 ms frame, pixel-art coastlines, and readable fonts
Technical lessons from Emberfall: a canvas water layer that killed frame rate on phones, blending tile edges, readable pixel fonts, a battle sim, and Bluetooth audio.
- Game design
Tavern Heroes: building an offline idle RPG, and abandoning a painted town after three attempts
The design of Tavern Heroes, a Soda Dungeon-style idle RPG with no gacha: missions, retirement for Renown, a sim before art, and why the game became menu-only.
- Postmortems
Parking my idle game: when the maths of idle growth beat me (for now)
Why I parked Genesis after weeks of tuning: a prestige loop that collapsed to 3-second resets, a tuner chasing moving targets, and no ending to aim for.
- Game design
Balancing an idle game with a simulator (and the month my bot cheated)
How Genesis is balanced by a headless simulator and an auto-tuner, the bugs that made the bot a player who couldn't exist, and why the sim must play like a human.
- Game design
Genesis: designing an idle game about the evolution of life
The design of Genesis, an incremental idle game: an 8-tier producer cascade, a DNA strand prestige layer, crucibles built to be failed first, and three chapters.






