@DrBuni I definitely feel like they could have gone harder on the lore. Each region having specific pokemon is such a great concept?? What kind of society allied itself with expert fairy type users? Why are they trying to take control of each other? I love deep lore in games, hence why I added so much hidden stuff to my own haha
@ScytherZ Fair! Thankfully I planned the CapMons to not do leveling up at all. Each is a fully realized CapMon with abilities, stats, and ranges that are meant to be used more like chess pieces to bring you to victory! No grinding required (unless you want to gather them all and unlock all the trophies).
Editing post to add today's update:
While working towards the *********** release I work further on the game demo and share the demo with play-testors for further feedback. I'm excited to announce I've received a great deal of feedback from a fellow tactics fan!
Updates coming that are completed:
- Updated language to better emphasize that the game is a one player, narrative driven game with dark lore.
- Updated Damage formula to Math.max(1, Math.floor(0.5*(3*a.atk - 2*b.def))) to better account for damage variation
- Removed a bug where damage could be slightly varried from the battle preview.
Needed updates:
- Update CapMons to better fit art
- redraw cursor, arrows, state icons (E for not active, X for stunned, A for automatic).
- A battle log is needed to help keep track of battle
- Countering enemies attack first if their speed is higher, this is a bit too punishing.
- Poison needs to be reinstated, I will be working on this bug
- Stats will be reworked to allow for higher HP pools and more consistent damage between the rarities.
- Battle Prep stage is being slightly expanded to allow for more choice as to where to put your CapMons.
- After further thinking, I will be updating both the range and "attack shape" to allow for a more strategic approach to battling. Why can't some CapMons attack in an x pattern? A straight line? The regular 4 directions is boring and it'll make players decide exactly why to play some CapMons over the others
- States such as drain and blind have been pointed out as either weak or inconsistent, something I will be addressing.