Want Feedback On Damage Graphs

This is me creating a new topic for feedback on a particular game design part of my game which I talk more about in my devlogs on this thread:

I’ve been working on the amount of damage for my game and created a desmos graph that shows points of the damage at: Running Speed, Falling Speed, and Max Speed.
If you could please tell me which curve you think is better that would be greatly appreciated.

Unblur once you’ve created your own thoughts about the graphs!

  • The Quadratic curve lets me have control over “risk rewards” things. E.G. Going max speed has risks of damage associated with it, so I can incentivize it by making it have a large damage increase. The problem is that it’s insanely complicated with tons of values that would be a nightmare to debug. It also might have a performance impact but idk.
  • The Other Quadratic curve just increases every damage by a flat rate which is good for simplicity but just seems a little dull lol
  • The Line is the simplest but has the issue of me having less control over how much damage things can do.
  • The secret third option that I don’t know how to code is an interpolation table similar to this. I get better control over how much damage things do at certain levels with minimum levels of bloat. The only thing is it might be difficult to implement since the example is a java library and I would be effectively redoing it in Godot.

Let me know your thoughts on on what graph for damage you think is best!

For those who just want to actually help fix a problem: See the interpolation table part of the spoiler and I’d want help on pseudo code implementation to see if that option is a viable approach.

Sigh, shameful bump
:'(

Humans prefer linear dependencies. Make everything that you can in your game - linear, if you want it to be easily and intuitively understood. Of course, not everything can and should be linear.

Only playtesting can give you useful feedback on this.

The only thing I had against linear was I wanted there to be a risk reward for going full speed. I guess that could be remedied by making a peace wise graph/interpolation table. For scaling do you think it should be slope increasing or translated?