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Hey TheOtherGuy!

I like the time mechanic, but I'd like to see you develop it further with more level elements that effectively 'cost' time (I kind of elaborated in the other thread).

One thing to consider is that currently, the time mechanic is completely disconnected from the combat (time pauses, yes?)

It would be interesting to weave them together, I think! Maybe a time cost on moves? Would be an interesting parameter you could use to balance certain attacks and gear, and items which do a lot of damage but cost very little time to use would become super valuable.

I think when designing more content / tweaking the base systems, it might help to think of time as a 'currency' which the player 'spends'. Frame everything in terms of time cost.

If you're polishing for commercial release, I'd keep working on the core systems around time, because that's the thing that will differentiate your game from others in the genre. If you can get a tiny slice of game really working, creating tension through the systems alone, you can then try it on people and see whether it's worth moving forward on the game, or translating some of the ideas into a different project.

Hope some of that was helpful!