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(1 edit) (+1)

May I propose: if you don't see any other solution like drastically changing the game, your last option could be to do both. I explain. During normal gameplay (exploration), the player has a specific speed. Then when there are enemies, the room and characters enter "combat mode" and there you change the rules a bit to mitigate your design problem. The player will understand that in-combat and out-combat rules are different, with different mechanics and different thinking process needed to play.

I was thinking more on the lines of:

  • Reducing directional movement penalty (min player speed is 75% of base speed, currently its 50% while moving backwards)
  • No stamina cost on actions, while not actively being targeted by an enemy

The combat. non-combat suggestion also works, but I think that would move it away from being action/adventure focused.

Not that it's currently leaning one way or the other, or that I concretely decided what direction it would take, but currently I would nudge it more towards Hades or Rune, then Gothic, or KCD, for example.

Still, good solution if the game should take a more immersive approach.

(+1)

I get that! Your potential solutions make sense to me and are worth trying them. My proposal was mostly a "last option" to consider as I said. A couple of prototypes to test the different approaches are probably needed in this case to better get the feelings,

Cheers