I think it's fine if in your RPG/strategy/sim game there are:
- better classes/strategies/builds
- way to grind/level up/improve faster than others
- encounters/levels/situation more harder
and so on.
Not everything needs to be "balanced" otherwise where's the fun? #gamedev
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There's a really nice SRPG, Kamidori Alchemy Meister, which has a deadbeat dungeon. It's totally overpowered but you get the "Deadbeat" title on the UI if you use it.
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Also Alicesoft's games have haniwas as a built-in cheat mechanic.
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