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Eh. The fencer is more of a focus on sword play and tagging than anything. Also, making the pokes their own attack means you will have to SKILLFULLY predict whether you can tag people, rather than just clicking 'flurry' and seeing if your final strike will land before the opponent recovers. I/E You'll need to measure it out yourself rather than seeing a combo play out, and if you overstep it, that's your misplay. 

This also lets you choose how hard you want to go with the flurry. Maybe you don't even use a finisher and just back out, maybe you poke away into a riposte to catch somebody who thinks your guard is down. Once you begin a combo on cowboy, you're locked into a combo, but it doesn't matter because the only way out is usually a burst or block all the hits since it carries the opponent. This is a bit more freedom of action at the cost of not flinching enemies and lower damage per attack.

You know what, you've convinced me. This is a very interesting sounding concept. It'd need to be executed very well to be fun to play and fight against, but it has great potential.