The original goal with Dancing Mad was to have the player feel like it was sort of a casual, breezy experience where really no additional battles were needed for the player to proceed; you are generally given enough gold and experience to beat the boss at your level but it was still hard because you had to find the right strategy. This really is the optimum design when you think about it because the player already knows the game so they are not forced through tedium in order to be able to proceed.
I have found though that most people that have played this have not played it how I envisioned it being played which is not a bad thing but it was something that I ended up adjusting to in the wrong way. When most players gave me their feedback they were at levels much higher then I would have thought, and in the case of Anima's playthrough he would heavily prepare for each area and because of this was generally very successful. This made things look too easy in my view so in response I increased enemy damage considerably to account for the higher levels, more items, etc. The problem was on Stann's playthrough when he got to Sabin's and Locke's scenarios he saw these huge amounts of damage but his level wasn't up to that new expected level so he had a lot of trouble and had to end up grinding just to proceed. I also know as a player it is frustrating to feel like you are just getting bombarded with such heavy damage but this was a quick fix from me due to players having more success then I thought they originally would.
Because of damage having much to do with level I have to find a way to try to control the players level and the type of items they have access to. One thing I have learned is if there is something a player can exploit(certain item drops or steals is the best example of this) they will, and why shouldn't they? Unfortunately if a player is having trouble in a game like this their first instinct is to get stronger and this is something that I can only try to change with time. If I make it harder to level and harder to be able to get items or gold I think it forces the player to weigh their options. IMO gaining a level between areas is perfectly fine and suggested, but if it takes you a longer time to gain that level then it will not be as easy for the player to rely on gaining multiple levels to feel like they are safe enough to get by.
In fairness considering the above I will generally reduced damage by most enemies. Not so much that being in the back row makes it too easy but so that being in the front row isn't a OHKO. With this and other equipment changes that will be introduced in the next Beta I am trying hard to make strategies present that will be useful in certain situations. I am really trying to make the player think about how different equipment combinations or party combinations can really help them on specific enemies. Since gold will be harder to come by as well it will really make the player think more about how they approach each shop. You will be given gold, but what will you spend it on? A new Tool, or relics that could protect you? Both have their advantages and disadvantages. I am not being so unfair to where you will get no gold, but you should not be able to buy everything available when you get to a shop. Since I am suggesting you gain a level between areas, this should give you a bit more gold with which to do something with.
I know there will be players that don't like to take some time to level but I don't think this is the majority at least by the pool of people so far, and it won't be like it will take you hours to gain a level. As further beta testing occurs I will be able to really tune the values the best way possible.
There will also be some cosmetic changes as well as some shop changes. There are some interesting things I can do to shops and I will also be giving clues through certain people you talk to on what those changes will be.
I am really trying to make an overall more balanced experience, and with things like the ability to adjust battle mode/speed it will also give the player power to increase/decrease difficulty as well so that they can tune their own experience. I am also dabbling into event and general hex editing and I plan on some kind of custom event and even possibly a new area that you can go to on the World Map. This will be for Beta 7 though.
Comments, questions, and feedback are welcome











