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Battle System Update:

I had a problem with my battle system before. My main issue was that you could battle enemies but there was no point to it. You would get gold, but that was just to spend on items for battling. There's no XP in the game. Also it could be easy to just use a bunch of items to beat battles. So there was no point. And now that I introduced the Silencer, it meant that the Red Flag is gone.

So I have an Idea for my battle system. First off let's talk about how to discourage item hoarding. 

You'll be able to put in a certain amount of money to bet on. So basically if you put in 1000 Gold and you win a battle, you get twice that amount, so now it's 2000 Gold. This is a way to make players think about how much they want before they leap, and it also makes them think about how much items they want to use, because items cost money so now they'll have to probably up the gold value in order to get payback for their items. 

Another way to discourage item hoarding is classes. If anyone doesn't remember, I talked about adding classes like, Soldier, Doctor, Dealer, Spy, etc. to affect the players playstyle just like FF5. My RPG game was made with no XP in mind, so there's no leveling up. But since there is classes, they cost money, also if you want to master a class, you'll have to pay up more money. So it's a choice of items or money. Also, not only does this discourage item hoarding, but this is also a way to encourage people to battle, so battling isn't totally useless if you choose to do it.

What About the Red Flag?

Well first off, you know how in buckshot roulette you get random items when doing battle. Well I'm thinking of adding that in the battle system. Don't worry, there's still a good reason to buy items. I'll only allow one random item to be given in battles. So the Red flag will appear when given randomly.

Is there a good reason to buy it?

I'm still figuring that out. I will admit it's still not that great of an item. Maybe dropping the price down will work, but I don't know what price to give it in order for it to be balanced.