Sometimes when fighting the enemies, you just have to spam the same action and hope you are lucky, because the attacks from the enemeis cant be predicted, like i want to attack this unit, but it by random either deflect my attacks, or goes heavy attack on me or any other move, and i cant really predict what i should pick next for my attacks to actually matter.
What i would like to see, is a better way to fight them so you dont have to rely on spamming the same move and hope you win.
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I understand your point. The combat is mostly reliant on RNG for the enemy actions, there is no strategy scheme. There is a set of rules that may help.
- Enemies won’t use the same action twice in a row, (unless previously stunned or charmed), so it is safe to use the opposite of their last action, since they won’t repeat the counter on the next turn.
- Enemies only use 1 of 4 actions (Fast Attack, Heavy Attack, Grab Attack and Guard), so based on the last turn you have a 1/3 chance to hit on their next action’s counter.
On the next update I’ll make a change so that every counter action stuns the enemy, so trying to go for counters in the best option. But I’m still trying to figure out how to tilt the combat a bit more to tactics based without fundamentally changing the current system. (Maybe removing the Parry action and make it an overloaded “full” Rock-Paper-Scissors)
I made the Google document in which I pointed out several translation errors. the list is not complete, this is just what I found in an hour