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(+2)

I keep on getting defeated by the first enemy I meet mostly due to lack of info.  Does the combat mechanics work  on Active Battle? (like the older FF games)   do I have to click the enemy till they die or is  auto battle where the only thing I manage is my stance?

Is the fist icon an enhanced attack with a cooldown or does it tell my character to attack?

For a  tutorial battle i'm given no helpful info other than I can change my stance and they do

I'd like to see more of this game as I was enjoying myself up to this point and the game has given me no indication that this is a unbeatable plot battle

(+1)

When you break your bottle neck for the first time, you gain a health increase. Try healing by eating, worked for me.

(+1)

The battle mechanics are briefly explained, but I'll summarize.

There are 4 options for battle. Every 5 seconds after switching, you can switch to another. Offense boosts damage but you take more. Defense boosts defense and lowers damage. Evasion swaps your qi for damage and allows countering, while Balance allows you to recover small amounts of qi.

Before you get into a fight, you need to improve your stats t hrough talent points as suggested by Mai (first when you speak to her and then again before you embark and she gives you healing items).

Unless you do this, you won't stand much of a chance so be sure to invest some time in building your stats. Hope that helps.
Here's a list of features ( https://www.patreon.com/posts/55903032 )
I'll add battle mechanics to the list so that it's less of a mystery.

(+3)

Thanks for the reply, the link you provided cleared up  a lot.  I'm guessing you're planning on adding that info in a later version of the game?  if you do may I  make a suggestion would  it be possible to add like a list of  all seen/previous  tutorials and such so players can read back at their leisure, an early issue I had was the splash screens fading too quickly but I was mostly  saved by Rollback  however  I had  to reload a save to double check that I understood the breakthough mechanic and a list or icon to replay the training screens  would be useful in future espcially with newer complex mechanics.

Right i'm off to continue doing Monky Monk shit keep up the good work

(+2)

Sure, I'll add that to my to-do list. Truthfully I already sort of had something like that set up, but I scraped it until I could figure out how to present some screen elements in a better manner.