Hi
Im doing a fantasy turn-based tactical rpg/management game where you control a group of heroes (up to 6) that travels, explores dungeons, gather resources and visits towns.
You set out on the journey and choose your next step (can be a dungeon or a general location such as forest or highland). Each step brings you closer to your final goal = the "last dungeon". Clearing this dungeon will "win the campaign".
Similar games such as darkest dungeon and in a sense also battle brothers (fights and management part) has a "limitless grinding" to it. You simply can repeat easy missions infinitly to level up and find more equipment. I'd like to avoid this.
There is two "world states" in the game: time and distance. Each day has 3 phases and then you rest (and heal). Depending on your route you travel different distances each phase (in leagues) or stay on the same location (to hunt or mine for example). Once you reach the end (x leagues away from the start) the final dungeon is reached and you must face it.
My idea is to have the world become harder each day, so a player can not linger and just amass xp and loot. So you have an incentive to travel on. Is this good? What other design could I make? It also makes sense that the world gets harder when you get closer to the end.
Another idea is to have towns show up only each x leagues, and you need towns to resupply. That would force the players party forward.
I want the player to be able to make a choice: do I stay in this location and explore (for loot and other resources) or travel on. How to achieve this?
In a game like diablo you never make any choice. If you progress to quickly you will just slow down your journey until your level reaches what is suitable for that area. Not so fun.