Thoughts on this tech demo?

Buckthorn

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Wanted to mix action rpg and turn-based rpg into one thing. If you have the money you can attack enemies from a distance without engaging in the turn-based close combat. You can find some in the chest.
You can level up if you have 300 xp and go to the church/temple.

Controls:
Z - Confirm
X - Sword beam if you have 5+ currency
C - Pause / Item menu

 

MonsieurClayton

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I think it has a lot of potential.

But I ended up mashing "Engage" during turn-based close combat. I think the Slimes have way too much life. I'd be okay to fight twice as much slimes with a third of their life.

I guess the "Spell" command is still a work in progress and you don't have any yet, right ?
Distance skill is a little too fast I would say, and a SLIGHTLY longer cooldown would not be an issue. Or I guess you could have different weapons with different range / speed / damage.

It would be cool if you could use a potion with a simple button, without going through menues.

Art is cool, music is really fun, don't know if it's OC.

Riding the horse felt really cool and fun.

It's a full game that I would play if it turned out fast paced with a good variance in scenery / enemies, even if the game is short.
 

slimmmeiske2

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I've moved this thread to Game Ideas and Prototypes. Please be sure to post your threads in the correct forum next time. Thank you.

 

ShadowDragon

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the game is basic, but fun, but what MonsieuClayton said, the slime has to much HP,
slimes can have 6 HP for example, when you roll higher than the slime, do something
with different dmg deal, 1-3 dmg, slime deals 7 dmg when you rol lower, so you can
change that to 2-7 for example.

you can also do, the roll dice = dmg, if you roll 6, you deal 6 dmg, if the slime roll 5,
the slime deal 5 dmg (this way, both the actor and slime gets dmg based on the roll)

but this is only a feedback.
 

Buckthorn

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I think it has a lot of potential.

But I ended up mashing "Engage" during turn-based close combat. I think the Slimes have way too much life. I'd be okay to fight twice as much slimes with a third of their life.

I guess the "Spell" command is still a work in progress and you don't have any yet, right ?
Distance skill is a little too fast I would say, and a SLIGHTLY longer cooldown would not be an issue. Or I guess you could have different weapons with different range / speed / damage.

It would be cool if you could use a potion with a simple button, without going through menues.

Art is cool, music is really fun, don't know if it's OC.

Riding the horse felt really cool and fun.

It's a full game that I would play if it turned out fast paced with a good variance in scenery / enemies, even if the game is short.
Thank you for all the feedback. I'm thinking way ahead, that's why slimes seem a little too strong. I haven't implemented weapons yet that give damage boosts. I could shorten combat more and remove "MISS" when both you and enemy roll the same and instead have both take damage.. we'll see.
 

Buckthorn

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the game is basic, but fun, but what MonsieuClayton said, the slime has to much HP,
slimes can have 6 HP for example, when you roll higher than the slime, do something
with different dmg deal, 1-3 dmg, slime deals 7 dmg when you rol lower, so you can
change that to 2-7 for example.

you can also do, the roll dice = dmg, if you roll 6, you deal 6 dmg, if the slime roll 5,
the slime deal 5 dmg (this way, both the actor and slime gets dmg based on the roll)

but this is only a feedback.
I really appreciate it. I don't think it'd be any harm to add the dice roll to the damage also.
 

Buckthorn

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Took the feedback, added dice to damage, also added weapon damage so now combat should be way faster. Let me know if it's better.
 

Freank

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It's a good start. It's clear that it is just a tech demo. But it is good. Try to add also new features to make it addictive (I know, easy to say, but not so easy to do, lol)
 

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