then i realized the game was broken.
The tool I created would show me the creature's real time capture success chance, which is based on, well, let me show you instead:
so current hp, creature encounter rate, its rarity and your healers luck stat.
but while "talking" to claude, it made me aware that since it's a client-side game, this info can be easily checked through console, meaning anyone could check the rarity of wild creatures and decide if they wanna waste resources attempting to capture it or not based on rarity. Since high rarity is what players want and should be aiming for, this kind of breaks the game as you'll know have a lot of extra materials to spend on the actually rare creatures.
The tool I created was just for me to test that luck and everything was working as intended.
So, change of plans.
Fully online game only, wild creatures exist on the server and their actions/combat rolls/etc all happen through the server to the client. This effectively protects the rarity of the creature while letting it act as its rarity in the battle to give players an idea of how tough/strong they may be.
Going online makes sense for this kind of game anyway, there's no "offline earnings", there may be daily login rewards in some form, and it'll be made for web + mobile so forcing online on mobile is also a good thing if we wanna introduce ads for cutting corners on waiting around for revives or other boosts you may want that aren't gamebreaking/pay2win but make playing the game more convenient.
Anyway, just thought I'd make a quick post about this progress, guess it's part of being a newbie gamedev that I didn't think of this early on and kind of accidentally stumbled upon it now, although I'm sure it would've been made clear eventually, people like @louis88 would've figured it out probably. :D
Ouch my ping, though, thankfully this isn't an FPS game where every ms matters that much :D