Rogue Waters

Commercial System Narrative Balance

Game Designer - Icecode Games - 2024

About the game

Game's Steam page

Rogue Waters is a Pirate Tactical Turn-Based Rogue-lite. Play as Captain Cutter, commanding your ship and crew through procedurally generated encounters to seek revenge. Recruit, train, and upgrade crew, use powerful sea creatures, and engage in dynamic naval and melee combat to gain the upper hand.

Systems

Joining later in the development, when the core gameplay design was already nailed down, I was tasked with designing auxiliary systems, which included a map and movement (3D inspired by Slay the Spire map), a characters' wound system with recovery, deployment and recruitment, etc.

I was also responsible for meta progression, from the initial design through content, implementation, and balance. The meta progression was to be balanced around 15 hours of game time, that's why I used external tools (like Machinations) to simulate the outcomes to have the balance confirmed by data, rather than feelings or guestimates.

Dialogues and narrative content

Having a knack for the narrative, I later worked on content implementation revolving around narrative events and dialogues. I cooperated with writers to find the right balance between the need to have a great, engaging story and the need for that story to be coherent within the gameplay framework, which included the story's rewards, character's progression, and their abilities.

I also worked with programmers on the internal Dialogue Tool features and acted as a bridge between writers and programmers for them to better understand each other needs and limitations.

Polish

During the end of the development I assisted the team responsible for core gameplay (combat) with balance, testing, and bug fixing.