Catbal RPG

A “Play by Forum RPG” experience, that can be played on Telegram, inspired by the Roguelike and Extraction genre, where players begins randomly generated runs and must find RNG based Loot, while fighting both Enemies (PvE) and other players (PvP).
Genre: RPG, Roguelike
Platforms: Telegram
Gamemodes: Multiplayer (PvPvE), Run structure (Roguelike elements)
Responsibilities
Role: Game Designer
Designed Core Mechanics (Character Stats, Items, PvE Enemies, Combat, PvP interactions)
Responsible for the Progression and Economy Systems, to build retention and engagement
Balanced RNG Mechanics (Item drop rate, Enemy spawn), to create replayability
Contributions
Character and Item Systems
Goal: create a system of Stats that is dynamically influenced by found Items in the run.
Process: add depth to both Stats and Items, so it can be influenced by various factors.
1. Core and Secondary Stats
3 main stats are present, where each value can influence, through a formula, Secondary Stats and other Actions, inspired by D&D.

2. Items
Acquired and equipped Loot can directly influence Core and Secondary Stats, providing buffs, debuffs and unique Abilities.

Cooperation vs Competition
Goal: create a system where players can dynamically shift between cooperation and competition with other players.
Process: allows and encourage players to form alliances in game, while also providing the opportunity to attack others freely at any time.
1. Party System
Player can send Party requests to others that are encountered during a Run, in order to continue exploring and facing enemy encounters together.
2. Dropped Loot
When a player is defeated, the Loot collected during a Run will be dropped and be pickable by other players, encouraging PvP dynamics.
3. Bounties & Guilds
A player can receive a Bounty if it attacks too many players or if a rival Guild place it on him, giving consequences to PvP related actions.
Progression & Retention
Goal: provide run replayability and diversity, while also balancing fairness and excitement.
Process: used Events, spawn % of game elements and Progression to achieve desired run variety, while also building retention.
1. Hazard & Modifiers
Global Events, with effect applied on players during the run, influencing a specific zone of the map (Room or Floor).
2. Items and Enemy spawn
Tuned the % of spawning of each individual element, by making more powerful Items and Enemy appear with more chances when further into the run.

3. Rewards
Gave outside of Run related rewards (Meta / Long Term Progression), in the form of player level (the further the player progressed in a Run, the more XP were given) and daily / weekly challenges.