


Sure it could be given more KO time, or less cooldown, but it was nice that it added more tools to the team other than just some stat changes. The Shock Trap III also had an “area of effect,” but removing it made it too close to its little brothers, the Shock Trap I and II. Instead it would cloak the user for two turns instead of the usual one, which was still pretty good, just not as “abusable” as the AOE. We decided the AOE was too strong even though it was fun. The Cloaking Rig’s issue was that its “area of effect” feature made it quite possible to cloak the whole team, and with multiple copies, you could keep them cloaked an entire mission. In the end each item was re-balanced differently.

We didn’t have exactly the same kind of attributes to play with that FTL had, so we had to look for something else to do. I liked how FTL: Faster Than Light had managed to make their higher level items both powerful and restrained by having them take up more space, thus they weren’t plainly more powerful but instead were a shift to a different style of play. They had been designed to be fun and rewarding to use in the campaign, and we still wanted to retain that. The two worst offenders to the balance of endless mode were the Cloaking Rig III and the Shock Trap III. Working on new content with the Contingency Plan DLC was a chance for us to make some changes to the late game balance.

After the game had been out for a while, the balance of some of our late game pickups was favoring a smaller set than we would consider ideal. Later in development though, it became apparent that players were spending a lot more time in the “endless” mode than we were expecting. We set our sights mostly on the campaign mode in order for that to be as good as we could make it. Being a small team, it was important for us to keep our focus tight while designing Invisible, Inc.
