I assume there are various types of status ailments. When creating items to cure these ailments, do you make separate items for each specific ailment, or do you create a single item that cures all of them? Which approach do you prefer?
I would greatly appreciate your responses, as I’d like to use them as a reference.
Typically, it depends on how many abnormal conditions the game has. If there are few, I’ll create healing items specific to that condition. If there are many, I’ll create items that can cure all conditions.
My game has 12 abnormal conditions, so I use all-curing potions instead.
Most games already have all-curing potions, but they are usually more expensive or harder to find than regular healing items.
I think you can do both. Cheap targeted cures for the ailments that show up a lot, plus a pricier cure all, so the player gets to choose between economy and convenience instead of me choosing for them.
I’d probably weigh more than the ailment count is how different the ailments actually play. If all 12 mostly do the same kind of thing, I think one cure all covers it fine. But if each one shuts down a different system, healing, magic, accuracy, that kind of thing, separate cures make stocking up part of the strategy. A poison heavy dungeon making you buy antidotes before you go in gives that dungeon some identity.
The downside of separate items I’d watch for is menu clutter, since a lot of cure items turns the battle item list into a dig. So if I went heavy on specific cures I’d probably keep it to the few ailments that matter most and let the cure all handle the rest.