Day 7, 8 & 9
Day 7,8 & 9
The last three days I just played the game over and over and did some QoL changes. One of the bigger design changes where the enemy fights. In the version bevor, enemys would be put together at random from a pool depending on the players level. Now each two fights are choosen from a group of three fights. The game itself has a pretty indepht battle system, making to much different enemys a fight way to complex to handle and enjoy. Now there are at max 4 different enemy types in a fight with the approach, the more the less skill each enemy has. Fights are alot simpler now, but more enjoyable.
Next design goal is to guide the player more in combat. When an enemy is about to launch a strong attack, the player should be informed. Right now, each move is visible by hovering over the enemy, but to hover over all moves on each enemy each turn is exhausting. Because of the complexity of some abilites, a damage prediction is not that easy and might be missleading for some Situation. Let's say there is an attack which scales with the targets Burn-amount. At the start of a turn, this ability does little damage, but the more enemys move, they might apply burn to the target thus increasing the damage step by step. When the player now plans out his moves and which skill to use, he might just see the low damage number and doesn't choose to protect the target until it is to late. This creates a distrust in the game prediction.
My Idea is to highlight "important" or "strong" abilites, so the player is sensitized to check it. On top of that a "blinking" state like pokemon, when a character is low HP, should help making the player check who attacks who. Lastly the max damage a enemy should do is designed about 1/2 - 1/3 of the max HP. I have some ideas on how to implement a mechanic, that protects the player but I'm worried the game would be to easy than. I will test and see.
Edit: Changes
- Better dmg pop up numbers
- Combo abilites show the total damage done
- Upgrades are now visible in the icon
- Fixed relic drops from fights
- Alot of balance changes
- New icons for abilites and Status effects
God's Tower Afterfall
Rouglite with Party JRPG Turn Battle System
Status | In development |
Author | Maniglo |
Genre | Role Playing, Strategy |
Tags | 2D, Fantasy, Roguelike, Roguelite, Turn-Based Combat |
Languages | English |
More posts
- Day 27 - 34: Going ForwardJul 14, 2024
- Days 20 - 27 Playable Alpha!Jul 06, 2024
- Day 19 - Calculating DamageJun 29, 2024
- Day 18Jun 28, 2024
- The Days 12 -17Jun 26, 2024
- Day 11Jun 19, 2024
- Day 10 - Chances & BleedJun 18, 2024
- Day 6Jun 13, 2024
- Day 5Jun 12, 2024
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