Let’s talk Hard Mode

Conash again! This time I’m here to talk about a new feature I plan to introduce in the 0.43 release that I’ve been talking about for awhile, hard mode! So for anyone who’s interested in hearing about it, and why it’s coming up so suddenly, this is the post for you!

So to start this off with I would like to give a bit of a brief (hopefully) background to why Harem Collector will be getting a hard mode. The short of it is, that the difficulty of Harem Collector has been very important to me. See, while I’ve got nothing against the people who don’t care to sit down and potentially spend hours focusing on how to make a perfect route or setup your equipment or whatever, with how my brain is I regularly get this kind of ‘build up’ of mental energy that if I don’t get regular outlets for actually brings me pain, and well the best that doctors and therapists have been able to figure out thus far is that it’s the result of my ADHD.

Normally I can deal with this sort of constant mental energy with like puzzles, or listening to podcasts while I play games, but when it starts to get really bad I feel that I need huge problems to solve that require me to consider variables from all directions that play into one another, and well, Harem Collector was one of the few games that could accomplish this to make it so that I wouldn’t end up in pain from not having something to thing about. Just planning routes to find the optimal route for collecting the girls while getting all love quests (not really the biggest concern with how many days there are), managing all the grinding spots in order to maximize my money and experience keeping in mind that if I killed a bear too early that many of the girls would miss out on some experience (though now they respawn every day), figuring out good ways to handle some of the higher level quests early on with weaker teams that way I could get Gargan, Yeon, and Kyrie earlier to begin working on them sooner, along with figuring out the optimal way to invest my money and save some sil here or there with the items you could get.

It was great, though I don’t need that anymore since I can also deal with the issue now by just working on more complex scripting projects or enemy designs for HC, but given the dozens of times that HC served effectively as medication for me I can’t help but look back on those challenges I had to overcome fondly, several of which have become non-issues as the game has progressed. That’s why ever since NoMoshing added in Easy Mode, I’ve wanted to make my own Hard Mode, to capture all of those challenges for anyone who wished to experience them without putting a burden on players who don’t want to put in that much time and effort.

Now, I’ve been talking about Hard Mode for awhile, but I kept putting it onto the back burner until I could implement the entire thing… Except it’s been a few years and so far it’s all concepts. It’s been eating at me to tell some of the people who’ve been looking forward to Hard Mode that it’s coming soon(tm), so a couple weeks ago I said fuck it, let’s put in what I can and expand it as we go. Worst case scenario? Some people might avoid playing it until it’s more fleshed out.

So what does this Hard Mode skeleton entail? Mostly combat stuff, like for starters all those dungeons that you can clear out every day for more experience and loot? First priority was to go back to the original system where if you kill them once they’re dead forever as that was a part of balancing experience that has since been lost even in the challenge runs that some people who share in my insanity engage in. If you’re worried about having no options if you don’t have enough experience, I did make sure to leave the daily dungeons and vacations untouched by this, as I felt that the unique equipment from the daily dungeons was too important to cut out, and you should be allowed to trade money for experience in the form of vacations.

Next on the plate? Well that’d be the main problem with challenge modes, the fact that with how much experience HC gives you that once you complete one challenge, you’re usually too high level find anything of similar ‘difficulty’ challenging so you’d have to start a new playthrough to be challenged by everything, so to fix that I cut down all experience gained in Hard Mode by 30% (so enemies give 70% of their normal experience). You can potentially still end up a bit on the higher end of levels with this, but thanks to extensive testing from RomeoPapa I can safely say that unless you get a lot of vacations you won’t be getting much higher than the level recommendation for quests in general.

Finally, a common thing that I’ve found based on the information from the players who do seek out combat difficulty from Harem Collector is that you can just about do any quest safely at 5 levels below the recommended level, and the ‘challenge’ comes from pushing things lower, so in order to try to turn this into the ‘standard’ difficulty without further reducing experience (and thus risking players not having the skills needed to win some quests), I opted to give all enemies a passive +20% to all their stats, we have also made sure that the most challenging tests did not reach a point where this felt unreasonable. So yeah, players looking for a combat based challenge look forward to all of that!

That said, I don’t intend to stop there but it may be awhile before I come back and touch up on Hard Mode again. See, one of my biggest priorities when I revisit and touch it up some more is that I plan to add some more skills for bosses or changes to the fight or something so that when you’re in hard mode every fight feels a bit more unique (to an extent the boss fight at the end of “Princess Bride” has gotten this, but it’s more that the boss was taking too long which slipped past our testing due to a bug, as such the length of the fight will be shorter in normal mode, and even shorter in easy mode, while Hard Mode will retain the original length), because while giving the enemies a statistical advantage will require that you think on your feet if that’s the only difference then each quest is going to eventually end up feeling the same. Adding in some new moves, new mechanics, changing up the existing mechanics to better reflect ‘hard mode’ for the bosses will help shake things up and add in a more nuanced difficulty that I know I at least appreciate.

Another thing that I want to add into hard mode down the line is changing up the day end process, see one of the important things about the old HC meta is that you had to plan out your days very meticulously in order to make sure that you got all the character’s love quests at the right time, but with all the content Harem Collector has now, planning such things out is a bit silly, so once I’ve got a firm grasp on how many days will be possible along with all pitfalls that a player may run into, I’m going to want to change things up so that instead of the day passing as often as it does currently that you’ll need to finish anywhere from 3-5 quests to get a proper day end in it, thus helping bring back yet another element that was critical to the former meta but has long since been made irrelevant.

The final thing that will be important for me to consider ties a bit into the last one, see a big reason that I’m not yet comfortable lowering how often a day ‘ends’ in Hard Mode is because if you only got your daily income at 20-33% of the time as before it’d harshly impact the economy as you go through items and get new ways to spend your money without getting the same amount of money as before, but as things stand I don’t have a comfortable grasp over the HC economy, and with every quest we add into the game my grasp gets looser. Currently we do have plans to revamp the HC economy down the line, and well I’d like to go through the numbers for that and get some play-testing on how it works out before I make any big changes to the economy in Hard-Mode, though I do have a few ideas for what I might do like either stopping the loan or changing it along with making a few of the special vendors not buy your vendor trash.

That said, I may also try finding a way to have more customizable difficulty, such as if I can think of a menu or something for determining difficulty, I might allow players to be able to create experiences where the combat is the same as normal mode, but they get the economy of Easy Mode (like those gold and silver bars), and the time passage of Hard Mode, or something like that so that players who enjoy combat challenges don’t feel like they must decide if they want the stress of a more challenging economy or give up on their dreams of taking on Slenderman at his strongest… Hmm… You know a menu system does sound a bit fun…

Anyways, that’s more or less all that I’ve got to say on hard mode. Squires, look forward to the mini-release next week, we’ve got several things in the words other than just the bare bones Hard Mode that I put together! For those of you who are looking forward to it though, please send a Thanks to RomeoPapa for all his hard work going through the entire game in a week and giving me the feedback I needed to fine-tune the experience! If you’ve got any comments, questions, or concerns feel free to contact me, I’m most active over on the BKG discord found here: https://discord.gg/3eEnXpT

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