TriTrecには、戦闘をサジェストする機能がありましたが廃止になりました。盤面を読み取るゲームなのに、読むことを放棄してしまうから。でもこのとき開発したサジェスト機能の評価関数は裏で調整役として機能しています。
#indiedev#gamedev#ゲーム制作#個人開発#インディーゲーム
【EN】
TriTrec once had a battle-suggestion feature, but we cut it — in a game about reading the board, it let players stop reading. Its evaluation function still works behind the scenes as a balancing tool.
What the image says:
The core of this game is “a puzzle of reading perfect information.” The gap between the suggestion (a greedy move that looks only one turn ahead) and the best move that reads multi-turn setups (taunt → cover, saving skill uses, reordering actions) is the game.
So if you could clear everything just by following suggestions, that gap would be worthless — the puzzle layer wouldn’t be doing its job.
It doesn’t have to hold everywhere: easy trash fights being clearable that way is fine pacing. The real condition is that across a whole layer, autopiloting on suggestions falls short of the target clear rate.
Design takeaways:
1. Keep the suggestion intentionally shallow — one-turn greedy, no reading ahead. Make it too smart and it solves the game. It’s a floor, not a solver.
2. Track “clear rate when following suggestions” as a lower-bound gauge for difficulty. If it ever gets close to the target clear rate for players, the game is too easy.