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I think the concept is pretty solid for a game in the early stages of development. Positioning tends to work well in RPGs since it adds a lot of possibilities for interesting encounters, and the frog theme is cool because frogs are cool. Also, the best character in Chrono Trigger.

On the topic of suggestions, I think the game really needs a button to go back and pick a different attack and some kind of balancing mechanic for special moves. Perhaps having more than 1 action point available per round could be sufficient to establish a trade-off between movement and high damage/large AoE abilities because they can be assigned different AP costs. 

Yeah the option to cancel attacks is gonna be essential, cause I've also ran into a bunch of cases where I regretted choosing an attack. At least it'll only be 2 lines at most. Balancing in general has been complicated for me cause I don't know what direction to go to, I never thought of AP though and that seems like it would be a cool mechanic. Would probably give more reason to select move instead of spin, if you could attack again after pressing move. Another one i've been thinking of would be to make you lose health when you use skills, like a replacement for not having MP in the game, but as of now I wasn't considering adding items either so it would be tough to survive unless I boost the heal, but then heal would also be OP.