Hey! Delayed update. I'm still working on the last minigame. Still taking longer than expected, but it's almost done. Cutscenes are next. Anyway, here is a preview of the "Charge" mechanic in the game.
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You should test the mechanic and see if it isn't overpowered, it feels like it can be easy to do and can pretty much break the game, the same way using that all those enemy hit one hit kill spells broke the last game near the end.
It's better to keep challenge in the game.
Yup! Needs a lot of testing. If it doesn't work out well, I will probably add mana requirements for it, or maybe something different. Will definitely think of something.
Oh, thanks a ton for explaining that for me. :D
Yeah, it sounds like it's gonna add even more depth to the game, can't wait for the release!
Hello! I am a nerd.
Will the charge mechanic, boost damage by enough to make it worth waiting the extra turns to use? Would three basic attacks do more or less damage than a level 3 charged attack? If it does a lot more damage, what reason would a player have for not charging EVERY attack possible?
Currently, a charge takes away 2 bars
casting an ultimate takes away:
2 bars on tier1, (total of 4 bars)
3 bars on tier2, (total of 7 bars)
4 bars on tier3, (total of 10 bars)
A normal attack takes away 2 bars.
I'm looking at 3x on tier1, 5x on tier2, and 8x on tier3.
Most of the regular enemies die at 2-3 hits and higher tier enemies at 5 hits. So charging on every battle would be overkill and would just waste turns. Charging on bosses would make your characters vulnerable because you are losing turns. You have to be careful when using it. The point of it pretty much is that you can do burst damage at about half a turn if you do it right.
Of course the numbers are not final, and still need to be tested thoroughly.
haha i hope i explained it well.
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