- Joined
- Mar 7, 2011
- Messages
- 124
wait this was so cool. i loved your combat system, and im always down for some dark souls vibe
chaining moves together felt pretty smooth, and the effect for a successful block was great. there were so many nuances with buffs and aux moves going on that went way over my head. the content being really hard made me feel like i needed to learn how to use everything well in order to get anywhere. overall, i think i would have been just as happy (and successful) playing with the two-three basic attacks and the block, at least to start. i thought the dash would be cool too but i didnt get good enough to use it except to run away. the auto refresh was also cool but way too much for me to handle
blocking felt really hard to me, and the only way i could do it was by assuming their attacks were always timed the same way, otherwise i couldnt really predict them in time. this wasnt really the rewarding back and forth reactionary rhythm i was hoping for, but its not bad either and maybe it would be a bit more reactionary if i got better. still my suggestion is some more visual queue or delay, especially in early content
i know this was for a contest, but if you made a multiplayer rpg off of this combat system i would probably play it forever. i think all the nuance-y things in combat would work much better as unlocked/class-specific mechanics, that the player could progress into. i think these engaged mechanics are best when the content is interesting, so just make sure it doesnt devolve into a mechanic you need to engage with but have no interest in doing so
chaining moves together felt pretty smooth, and the effect for a successful block was great. there were so many nuances with buffs and aux moves going on that went way over my head. the content being really hard made me feel like i needed to learn how to use everything well in order to get anywhere. overall, i think i would have been just as happy (and successful) playing with the two-three basic attacks and the block, at least to start. i thought the dash would be cool too but i didnt get good enough to use it except to run away. the auto refresh was also cool but way too much for me to handle
blocking felt really hard to me, and the only way i could do it was by assuming their attacks were always timed the same way, otherwise i couldnt really predict them in time. this wasnt really the rewarding back and forth reactionary rhythm i was hoping for, but its not bad either and maybe it would be a bit more reactionary if i got better. still my suggestion is some more visual queue or delay, especially in early content
i know this was for a contest, but if you made a multiplayer rpg off of this combat system i would probably play it forever. i think all the nuance-y things in combat would work much better as unlocked/class-specific mechanics, that the player could progress into. i think these engaged mechanics are best when the content is interesting, so just make sure it doesnt devolve into a mechanic you need to engage with but have no interest in doing so