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Ah, OK that does explain a bit!

At some point after turning off randos I mentally made a note that it would be a better game as a series of story battles, or possibly with on-map random mobs that you can avoid. Honestly, I don't like on-map battles unless you're fighting on the actual map Chrono Trigger style, so I think the best option for a post-jam edition would be to just run with the "no random fights" paradigm.

Not sure how that would impact your skill learning (though, really the same system would work in a longer game even without random fights).

But yeah, great job, and this entry definitely made me think more than most! (about the good and the bad, but mostly the good)

Oh the skill training would be pretty unaffected. I’d use visual encounters that randomly trigger a battle from the appropriate encounter list when the player interacts with them. (No chasey-unavoidable-collision BS) Leaving the area would just refresh them to fight again.