Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
Deleted 4 years ago

Yeah, categorizing the actions by stance and showing what stance they'll put you in is a big priority - we want for it to be a nice visual map eventually. And that goes hand in hand with showing all the info for an attack - including stamina/balance consumption. Strength is definitely overpowered - basically, none of the other stats have nearly their full potential implemented, and strength is having a larger influence than it should as a result. Connecting attacks is going to have more of an impact now than it currently does - a 0 damage attack is basically a wasted attack right now, and that won't be the case.

There will be other ways to enter defensive stance - in fact, a weaker guarding ability will bring you into defensive as well out of the box.

Good call on the attack still working when you run out of stamina - that'll make "desperation" attacks interesting. Although in normal play you shouldn't really be passing out like that - stamina will have weakening effects as it gets low, but you shouldn't need to exhaust ALL your stamina - that's just the way things are balanced now.

Food is 4 per map slot because you'll be able to use more/less by being more cautious as you explore, among other possible factors on the world map, and I don't want to have fractional food, but that's not set in stone.

Enemy levels, or at least relative strength will be visible if your perception is high enough - I don't plan to re-use encounters the way it currently is, but we may do the traditional palette-swap/adjective/higher level variants that are a staple of the genre, like you suggest.

We do want to have something pushing you forward - food is the first indication of that, and with the aforementioned "careful" movement on the world map, it could create a nice dynamic between risk and reward, but if we see that food can't be made a good enough stick to get people to move on, we'll look at our options. A bogey(woman) that stalks dawdlers could be fun in its own right.

Thanks - this is good stuff. Even for facets we already plan to implement, it's good to know what to prioritize, and anything that's annoying at this stage we should prioritize highly.

Deleted 4 years ago

Items are going to be a bit before they get implemented - maybe I'll just create a potion amount that you start with based on class, and you can chug a few before you run out.