The goal is to have the same "difficulty" with any room size, right?
Well, I don't see any point in scaling DPS or Gold for that purpose.
If we just stick to HP, we only have to find how much harder the game is, if a room is half empty.
3 possibilities :
-twice as hard (takes twice as much time to reach a particular level) -> linear adaptation. Pretty much the easiest.
-less than twice as hard (less than twice the time) -> some sub-linear adaptation, like HP=HPbase*sqrt(RoomSize/BaseRoomSize). This is what I'd expect from such a game, but I have no data.
-more than twice as hard -> Then we have to nerf those HP quite a lot for small rooms, so some superlinear scaling. Squaring (RoomSize/BaseRoomSize) might be a bit harsh, but without tests, it's probably easier to start with something simple.
The goal is to have the same "difficulty" with any room size, right? Well, I don't see any point in scaling DPS or Gold for that purpose. If we just stick to HP, we only have to find how much harder the game is, if a room is half empty. 3 possibilities : -twice as hard (takes twice as much time to reach a particular level) -> linear adaptation. Pretty much the easiest. -less than twice as hard (less than twice the time) -> some sub-linear adaptation, like HP=HPbase*sqrt(RoomSize/BaseRoomSize). This is what I'd expect from such a game, but I have no data. -more than twice as hard -> Then we have to nerf those HP quite a lot for small rooms, so some superlinear scaling. Squaring (RoomSize/BaseRoomSize) might be a bit harsh, but without tests, it's probably easier to start with something simple.