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(2 edits) (+7)(-1)

Am I understanding this correctly? The combat system will be similar to EroDungeons, but players can no longer manually choose their targets?

I thought the combat system in EroDungeons was well designed, and I dislike adding too much randomness. A little randomness is fine, but when you take too much control away from the player, it can become frustrating and diminish both the gameplay and strategic depth.

In EroWitches, I found myself spamming moves and just hoping they hit the right target. I didn’t feel invested in the combat itself. In contrast, EroDungeons had engaging combat, especially when you figured out the importance of positioning, combos, and focusing on the right targets. You could even defeat stronger opponents by carefully planning your moves.

Taking away that level of control isn’t a direction I personally favor.

A good compromise could be adding extra values or status effects. For instance, a character might be clumsy, whether due to wearing high heels or as part of their personality and have a chance to hit an ally or a different target. Or blindness could not only reduce accuracy but also create a chance to hit someone unintended.

You already had a status effect that increased the chance of a character being targeted. That worked well and was an effective counter to focusing on specific enemies or allies.

Edit: I've now tested the demo and, as I thought, I don't like the fact that I can't choose the target at all. It's not really more difficult, but it takes the fun out of enjoying the fights.

(+4)(-1)

I agree with my fellow friend here, choices are best! in addition to what he said tho, certain abilities (perhaps high dmg abilities or abilities with powerful status effects) could have a "random target" function as a balancing feature...

(1 edit) (+3)

I completely agree. Combined with the 'random wheel of curio results' it seems like you want this game be a RNG shitshow. RNG has a place in tactical games when used in limited amounts (ie the risk-reward of Occultist RNG healing), but going too far just frustrates the player that their decision making doesn't really matter. Or in the case of your previous game you just avoid things entirely; 70-80% of the curios were frankly not worth interacting with due to the RNG of bad results. You sure you want to repeat that mistake? And yes that *was* a design mistake on your part, not:

'And part of me thinks that the complaints about it are "skill issues"'