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Great points! I think we can break it down like this in the next version:

  • Guard - powerful way to negate attacks, but limited to shield users and has "charges"
  • Counter - straightforward reaction based on missed attacks
  • Bind - similar to counter in that it is triggered by a missed attack, but has functionality for group play (synergize with other abilities and create openings)
  • Parry - change its trigger to being when an attack hits you. This way, it is similar to guard yet has a chance of failure. This also differentiates it from counter better.