i've decided that since my goal with this game is to entrust myself to the RTP, I'm going to use the default stat growths and such for characters too. this is terrifying. mp grows from like 80 to 1200. what am i supposed to do with that....
still extremely fucking around with this idea. right now i have:
1) going to have a menu command to Kill God. you can do the final boss at any time
and 2) "what i named the main character 'Nutmegan'"
Feb 5, 2026 02:56option 1: mixing % + flat costs. this gives opportunities for mp gear to have use but in a very mathy and mmo-style way. not the goal here
option 2: inflict silence a lot. im still playing with silence quadrupling mp costs. i think this would make people ragequit
option 3: huge spell tier jumps. like if fire is 8 mp for 20 damage, fira is 24 mp for 30 damage. not too crazy -- games like trails do it, but i think it feels odd to the player. also harder to judge for me since my spells will largely not just be fire fira firaga lol (a bit though, for the vibe)
option 4: keep mp costs very reasonable but have accessories that pump magic at the cost of doubled, tripled, etc. mp costs. but then, why would i have accessory variety if these were basically required? ew
option 5: toggleable magic/mp cost amp passives. way too fiddly i think, and easy to forget
option 6: halve the rtp growth caps for mp to reduce the overall mp range and thus scaling requirements. i will almost certainly do this one if i dont come up with anything more elegant
Real Talent Philosphy
Give them the most expensive spells as a joke?
Like early game Garnet from 9