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Hey, thanks for playing.

Right now it feels like more of a fighting game prototype than a battle system

I’m not sure what you mean by this. It’s a “battle system” in this game because this mode is separate from the “adventuring” part of the game. Instead of what would normally be a turn-based battle or something (in a JRPG for example), it’ll be this.

It’s fairly simple to win with just spamming attacks (brawler has some pause between combos but swordsman especially can easily stunlock enemies) as the combat itself doesn’t have much depth at the moment.

Yeah, depth is a problem that I don’t quite know how to solve yet. I’m still working on getting stagger time, knockback amounts, and other things like that dialed in. There’s certainly plenty of progress to be made there.

Expected that going around the block would negate it (hitting the back), was sad that it didn’t.

I shall remedy this.

What I could see to be cautious for in the future is how handling items/equipment via menu would affect the pace of the combat action.

The games that inspired this style of combat use the menu to use items, and it is often frustrating to be pausing the action so often to heal or whatever, but right now I don’t know how to do it better. It’s something I’m often thinking about though. I’m definitely not committed to the menu method.