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QoL stuff will be done when I rewrite code, probably in a new game engine again (assuming I still work on it). Atk vs mag, you also need to consider enemy def/ res and skills have scaling, so as you level them up the 40 difference should be effectively greater, but yea the scaling isn't that big, I need to rework the stats growth and formulas, ive already noted that.

I have no idea about skills though. I thought games like Pokemon and smt/persona most of their skills are just damage + element, so I thought it's ok. So what's the difference between them and this game? Pokemon you get to choose your skills, while this is locked. As a gacha you build around specific characters so other games have unique skills, but this game has generic skills. You lose flexibility from both sides I guess, I dunno. I'll probably start off by thinking of different buffs/ debuffs. It's not really used and I honestly didn't try cause i wasn't sure how to code unique effects (first time using this engine and I'm not really happy with it so still want to change). I was also thinking of elemental effects as well, that might help it