Devlog

YARIK devlog #1: Every power has a price

Devlog YARIK: Idle Boss Hunt 3 min read

Our new game is an idle boss hunt, and idle games usually end in one answer: more damage. YARIK's answer is different — every boss reacts to every damage type, and some of them heal from yours.

Meet YARIK: Idle Boss Hunt. One night the sky above a village tears open. Energy from the Rift twists the creatures of the world into giant bosses, and the Wardens step through to hunt them. You tap to swing the Warden's sword, six heroes fight on their own, and the bosses keep coming.

That part is familiar. Idle boss games are built on one loop: hit, earn, upgrade, hit harder. And that's also their weakness. Sooner or later every decision collapses into the same answer — buy more damage.

We wanted a game where the answer depends on the boss. So YARIK is built on one design pillar above all others:

Every power has a price. A skill that wins one fight can lose the next one.

Four reactions

Every boss reacts to every damage type — Physical, Poison, Fire, Ice, Lightning and critical hits — in one of four ways:

  • Weak: it takes extra damage, around +50%.
  • Resistant: it takes 30% to 80% less.
  • Immune: it takes nothing.
  • Absorb: it heals from that damage.

The first boss you meet with a real twist is the Swamp Mother, a giant toad from the Black Marsh. Fire burns her. Poison feeds her. If your Alchemist is throwing poison flasks, her health bar glows green and climbs back up while you watch.

You find out by fighting

Reactions start hidden. The boss panel shows ??? until you hit that boss with a damage type for the first time; then the reaction is revealed and written into its page in the Codex.

And every boss evolves twice. Evolution brings a new name, a new look — and new reactions, hidden all over again. The Swamp Mother becomes the Withered Mother, who suddenly absorbs fire and is weak to poison. Then the Rotten Queen, who is immune to poison and weak to lightning. The trick you learned one evolution ago is now the wrong one.

Switching is the strategy

Absorb is the important one, because raw power can't beat it. No amount of upgrades makes healing the boss a good idea. You have to change something.

So every character carries three skills, each with its own damage type, and switching costs nothing — one tap. The Warden has Steel Blade, Lightning Blade and Flame Blade; the Alchemist has poison, fire and ice flasks. Several heroes can always switch to the right type, but never all of them, so building the team still takes thought. Each character also remembers the skill you picked for each boss and evolution, so coming back to an old fight doesn't mean setting everything up again.

When something goes wrong, the game says so. A healing boss gets a green glow and a red ✗ over the hero who's feeding it. Once you've discovered an Absorb, a red ! appears on any character whose selected skill would heal the boss in front of you.

The rule we changed

Critical hits used to be able to heal bosses too. On paper that was a nice twist. In practice it was a wall: crit chance grows permanently through talent chains and masteries, so the stronger you got, the more a crit-absorbing boss healed. Our balance simulator kept getting stuck on exactly those fights, with no way through.

So we changed two things. Crit chance is now capped at 50% (skills that always crit, like the Shadow Assassin's, are the exception), and a boss that absorbs crits simply takes no damage from a critical hit instead of healing from it. Crits still hurt you there — just not forever.

What we're watching

In our own playtests, the first Absorb discoveries didn't always lead to a skill switch right away; players kept the same skills until much later bosses. If that happens in the closed test too, the most important idea in the game isn't landing early enough, and that's the first thing we'll fix.

Next time: the robot that plays YARIK for four hours so we don't have to — and what it found.

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