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(+1)

Visuals where nice and the music fit the game nice. Text was a bit slow at times.

I am not sure about the guard thing being an option, as well as magicalGirl being able to use almost all her HP for damage. The last battle all I did was guard until the heros had enough HP to take the attack that gives me more mana until I had enough for the 99 mana spell. After that it was guarding until one of them was able to take a normal hit while waiting for the swordman to use the attack that scales on the enemy defense.

So, TL;DR: being able to guard allows you to stall out fights for WAY TOO long. Other than that it was quite fun.

Interesting, you're the 2nd talking about guard.

Do you think I should remove guard for both sides or only for the player ?

it is fine on the hero's as that doesn't give an ability to forever stall a fight.

Oh, I just noticed I didn't go over why I don't think the health drain on magicalGirl is a good thing: Because it sets the HP to 1 you have no other choice than to attack swordman until she heals. This means that until she heals your options are basically reduced to 1 in most cases. Technically you can guard spam until she heals but as I already said that probably shouldn't be a thing.

Another way to make guard less able to stall would be to have it cost more mana for the player so it actually costs mana to cast because right now you get enough back to cast it again the next turn.

Very usefull feedback, thanks !