I like it; played all evening. The main problem I had was not being able to tell how much damage the enemy would inflict or how much damage skulls would do to the enemy.
Giving XP only for damage directly inflicted seems mistaken; forcing the enemy to take a skull is clever and should get points -- probably even bonus. Similarly there should maybe be points for nabbing the potion, and maybe bonus (or minus?) based on number of turns taken? As it stands there's no reward for playing well, only for killing the enemy.
Balance seems fine for this (since you're always going to die and that's all there is); additional content and play modes would probably change that.
More kinds of actions would be interesting; that might call for a bigger grid, which would also be interesting. Both ideas might mess up the action-balance though -- hard to guess.
The idea about showing the impact from the enemy perspective is great, I will add that to the next version.
XP mechanism is already updated as you proposed - you get XP for forcing enemy to pick skulls or even more if you force him to the empty column. It will be in the next release.
In the future game, there will be more variability. This release was just to validate the core combat mechanics.
← Return to game
Comments
Log in with itch.io to leave a comment.
I like it; played all evening. The main problem I had was not being able to tell how much damage the enemy would inflict or how much damage skulls would do to the enemy.
Giving XP only for damage directly inflicted seems mistaken; forcing the enemy to take a skull is clever and should get points -- probably even bonus. Similarly there should maybe be points for nabbing the potion, and maybe bonus (or minus?) based on number of turns taken? As it stands there's no reward for playing well, only for killing the enemy.
Balance seems fine for this (since you're always going to die and that's all there is); additional content and play modes would probably change that.
More kinds of actions would be interesting; that might call for a bigger grid, which would also be interesting. Both ideas might mess up the action-balance though -- hard to guess.
Nicely made! I really like this mechanic.
Thank you for the feedback
The idea about showing the impact from the enemy perspective is great, I will add that to the next version.
XP mechanism is already updated as you proposed - you get XP for forcing enemy to pick skulls or even more if you force him to the empty column. It will be in the next release.
In the future game, there will be more variability. This release was just to validate the core combat mechanics.
Thank you againg for the great feedback.
Really fun to play :-)
Thank you! What part did you enjoy the most?
The strategy part that i should also consider opponent attacks when i choose mine.