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(2 edits) (+1)

Interesting combat system. If it has a flaw, I think its that it strongly favors the player as they go first. Being able to go all in on attack, knowing you'll strike first and don't need to worry about getting hit back as they'll die first. It seems optimal to just be on the attack, unless you roll really bad.

If that's fine with you then that's fine :) I dont know if you'd want to add an initiative 'action' that you could invest dice into as well.

I do appreciate how range effects your ability to hit, especially how being up right next to each other is a -2 penalty. 

(+1)

First thing first, thanks for your comment! 
I know about the advantage of playing first, and I'm happy you talked about an initiative action because I had the same idea (but no time to implement it). It makes me think it's a good idea that I'm not the only one who thought about it.

I didn't prioritize its implementation though, because for me a jam game should be relatively easy. People testing usually don't have time to grasp every aspect of your game, they rarely spend more than 10 minutes with it. So I thought leaving the advantage to the player would be fine, and I focused on something else. 

I'm also happy you appreciate the range, it was something I really wanted to have and to do well. Again, I didn't have time for that but my plan was to implement several weapons with different range. I have the knife (range 0) implemented on my computer, but I did it after the end of the jam so I couldn't upload a build with it. I'll try to push a new build after the jam, if you care to try it!

Thanks again for your comment!