- Joined
- May 30, 2015
- Messages
- 74
- Reaction score
- 10
- First Language
- English
- Primarily Uses
- RMMV
I've been working extensively on my own project and I feel it's coming along nicely. The game has a mixture of interactive key items/tools, choices that matter, and custom sprite animations/characterization. There are no random battles and currency is decently scarce. But I do have a few ideas that I would like some feedback on.
1. Acquiring buffs through food. These buffs can be decently strong but only last temporarily. Food can be found throughout the world, with different types of food existing in certain regions. Grocers can also sometimes be found who sell less powerful food. It's set up so that the remaining turns and steps are independent of each other, but both are able to exhaust the buffs. Is this a pointless mechanic? I originally came up with it to combat giving actors overpowered buffing skills. Food is only able to be eaten out of battle, so it's not prone to abuse either. Some foods also affect the extra parameters like accuracy and recovery rate, not just primary ones. Also, would having certain foods be unable to be used corresponding to an actor's likes/dislikes be pointless as well?
2. Do people hate cooldowns? Most of the skills have at least 1 turn cds/warm-up times. This is to prevent spamming stronger skills if you somehow grinded hard enough to have a plethora of items. Stronger skills have more. Never exceeding 5~7. Plus, I find that at least a little brainpower is necessary this way. (CDR can also be manipulated by slow/haste statuses.)
3. Should bomb items/damaging items do static damage or scaling damage? Should they exist at all?
I know this might've been a bit long-winded and annoying to read through but thanks if you took the time. Any feedback or thoughts hugely appreciated!
1. Acquiring buffs through food. These buffs can be decently strong but only last temporarily. Food can be found throughout the world, with different types of food existing in certain regions. Grocers can also sometimes be found who sell less powerful food. It's set up so that the remaining turns and steps are independent of each other, but both are able to exhaust the buffs. Is this a pointless mechanic? I originally came up with it to combat giving actors overpowered buffing skills. Food is only able to be eaten out of battle, so it's not prone to abuse either. Some foods also affect the extra parameters like accuracy and recovery rate, not just primary ones. Also, would having certain foods be unable to be used corresponding to an actor's likes/dislikes be pointless as well?
2. Do people hate cooldowns? Most of the skills have at least 1 turn cds/warm-up times. This is to prevent spamming stronger skills if you somehow grinded hard enough to have a plethora of items. Stronger skills have more. Never exceeding 5~7. Plus, I find that at least a little brainpower is necessary this way. (CDR can also be manipulated by slow/haste statuses.)
3. Should bomb items/damaging items do static damage or scaling damage? Should they exist at all?
I know this might've been a bit long-winded and annoying to read through but thanks if you took the time. Any feedback or thoughts hugely appreciated!

