I love how the creatures look, but the combat really killed the game for me (ignoring all the UI bugs I encountered playing). Taking a single turn to switch between bullets AND spells, while the enemy can attack AND heal itself in the same turn. There is no way to win this IMO. It was incredibly frustrating, and I couldn't figure out how to properly win. If it was a matter of finding the correct info on how to defeat certain enemies, then why were the encounters all not appearing on the map for the player to avoid them until they had the proper info? Why couldn't the player run or even heal themselves? Why did the enemies get two health bars?
Viewing post in Innacorde: Hunted jam comments
Hi there! Thank you for the feedback! What Ui bugs did you find? I’d like to address those ASAP
In terms of gameplay this is based on physical games I’ve made in the past, which are, admittedly, less forgiving than a lot of other turnbased games
Most of the gameplay is centered around the lore used
Every enemy has at least one major weak point, most of them share the same weak spots (hex and buckshot are your friends). With the life bars, some enemies will regenerate and recover more life than they have, to prevent players spamming fire. I think the system probably favours longer gameplay though, which I’m taking into account for the next one
That said, I are working on another vertical slice (one more along the lines of what you’re asking for here) and I’d love to get your opinion on it when it’s done
This is my first completed digital game, coming from a physical environment, so I’m eager for any and all feedback. Once again, thank you for you for your time!