Strat Tech (Turn/class based strategy game)
Strat Tech (Turn/class based strategy game)
Strat Tech is a new game I've been working on. It's a turn based strategy/tactics game with heavy emphasis on classes and abilities.
You can play it here : http://rydia.net/udder/prog/strat/index.html
If you're at all interested in turn based strategy games I encourage you to give it a try and leave some feedback.
You can play it here : http://rydia.net/udder/prog/strat/index.html
If you're at all interested in turn based strategy games I encourage you to give it a try and leave some feedback.
Last edited by Udderdude on Tue Apr 03, 2012 1:07 am, edited 3 times in total.
Re: Strat (Turn/class based strategy game)
Oh hell yeah, I'm all over some turn based strategy games like gravy on potatoes. Let's see if this will run on my machine...
Edit: Ah, flash based. Should work on most anything. Initial impression: kind of like that actions system. Seems like it has a lot of potential for good strategy, pros and cons for each action.
Like the design of the berserker, glass cannon nova damage unit =D.
Nice synergy between berserker and breaker. Berserker runs up to the breaker and leeches a ton of ap and novas a couple massive damage hits. Then the damaged Breaker pops defiance and triple attacks.
Careful management completed the first level in the initial turn.
It's kinda late, but I'll definitely play this some more tomorrow and let you know what I think.
Edit: Ah, flash based. Should work on most anything. Initial impression: kind of like that actions system. Seems like it has a lot of potential for good strategy, pros and cons for each action.
Like the design of the berserker, glass cannon nova damage unit =D.
Nice synergy between berserker and breaker. Berserker runs up to the breaker and leeches a ton of ap and novas a couple massive damage hits. Then the damaged Breaker pops defiance and triple attacks.
Careful management completed the first level in the initial turn.
It's kinda late, but I'll definitely play this some more tomorrow and let you know what I think.
Re: Strat (Turn/class based strategy game)
Played up through Level 7 on Advanced Difficulty. Here are a few points of criticism that I came across. Not exhaustive, but it's a substantial list to start.
- Stacking is not overtly explained to the player. From experimentation, I came to understand that almost all special abilities do not stack with themselves unless explicitly stated. In other words, you can't use Rampage multiple times to increase the damage of one attack by 4, 6, or 8. The instructions could probably mention that almost all special abilities do not stack with themselves unless explicitly stated.
- Phasing is not working as intended(?). The Spectre can actually continue attacking/using actions until you deselect it. Only once the unit has been deselected do you lose the ability to select the unit/use actions.
- Spells that have one target and don't stack fail if you try to use them twice. For example, using the Breaker's Defiance ability twice in a row. If you can't use the power again, why not grey it out to show in the interface that it's not useful to use the power again that turn? It would be more intuitive from a UI standpoint.
- The Warrior's Victory ability is outright better than it's basic Attack.
* It has 2 Range. Attack can only be used against adjacent targets.
* It can be used as many times as you have AP. Attack only works twice.
* It guards against some status effects.
* It does more damage on the first hit.
* It's unaffected by damage penalties like Curse, unlike Attack.
No reason to use Warrior attack when you have Victory. Sure, maybe the Warrior gets an attack buff, but why give it to him when you can buff another class that could potentially triple attack and Victory is already a better attack for the Warrior?
- As an extension of the above, the Victory tooltip states it does "2/1" damage. This statement is ambiguous and confusing. It seems most likely to imply that it randomly inflicts either 2 or 1 damage. In game, the power inflicts 2 damage, but only for the first hit, and all consecutive hits inflict 1 damage. Is this intended? In any case, I would either change the power so that it works as intended, or alter the tooltip to more accurately explain the effects of the power.
- It's slightly counterintuitive that movement occurs multiple tiles at a time. When I first started the game, I began playing it like other strategy games, assuming that one tile moved = one AP spent. However, a unit can actually move it's full range (determined by class) for each AP spent. After getting used to it, I do like how movement works. I would just put a blurb in there to explain how movement works for grognards like myself who are trying to move oldschool one tile at a time =P.
- It's a little confusing that enemy turns count towards ability durations. If I use a power that lasts 2 turns, my first assumption would be that it lasts for my current turn and my next turn. However, enemy turns count towards the current turn total, so using something with a duration of 2 turns is more like 1 (if it doesn't have any effect during the enemy turn).
- The graphical effects for zones on the battlefield are a bit hard to see. For example, the indicator for Fortify blends in quite a bit into the starfield background of the page, as do the small circles for a spike trap. I would make these icons more obvious to better inform the player where bonuses and penalties are.
- The level doesn't end immediately the goal is to destroy all enemies and the last enemy suicides (for example, if the Berzerker implodes itself). You actually lose a turn in this case, when you should gain one - you get stuck, and the level only checks for victory after you end your turn and the enemy's subsequent turn begins. I think it should be possible to win on the enemy turn by forcing AI suicide, it should check for victory immediately after each unit is destroyed. Another solution might disallow the AI from suiciding altogether.
- The level ends immediately if you use the Control ability on the last remaining enemy. Technically there are no more enemies around since it becomes an ally temporarily, but it still seems kinda hax, lol.
- Some powers, like Control, can only be used once per turn, but do not mention that in the tooltip.
- The tooltip for some powers runs off the screen. Perhaps you could make the tooltip scroll like a marquee in this case, or perhaps just make the text bubble larger to accommodate?
- Effects that debuff defense are almost useless, since no class has an inherent defense value. The only time this effect is useful is if you come up against a buffed enemy Warrior =/.
- The duration of Defiance, as listed in the tooltip, is incorrect. It states that the duration is 4 turns, but the effect only lasts for two. You can use it every player turn, essentially.
- The effect of a Healing tile is ambiguous. Do your healing powers (Priest powers) cause more healing while the Priest is on the tile, or does it increase the effects of remote Healing spells cast on a unit standing in the tile? The former makes more sense, considering that Bonus Damage/Attack tiles function that way. If it does work like the former, though, then I think that Bonus Healing tiles aren't stacking with Bless' bonus, and I feel like it should.
- The Imbue ability could use an indication that it's buff is active. Just so that you don't forget which units you have imbued and which you haven't. You could simply put the buff on with a duration of 50 turns or something like that. This also makes the ability to steal buffs more interesting, because this adds another buff that could be poached.
- It would be nice if the Quit command would interrupt the enemy turn.
I'll get to the rest of the maps in a bit, they get quite a bit more complex the more units you add. I'll keep submitting feedback, too, if you want.
~~~
Here are my current bests, if you're interested:
On Advanced setting:
Lv 1 - 1 Turn - 4600 pts
Lv 2 - 3 Turns - 4400 pts
Lv 3 - 3 Turns - 4400 pts - Actually have to limit damage here, or the Berserker self destructs and you lose a turn.
Lv 4 - 1 Turn - 4700 pts by Controlling the enemy (hax?). Can also destroy it the old fashioned way for 4600 pts.
Lv 5 - 3 Turns - 4400 pts
Lv 6 - 3 Turns - 4600 pts
Lv 7 - 3 Turns - 5300 pts
How does the scoring system work? Looks like turn used decreases score, but beyond that...
- Stacking is not overtly explained to the player. From experimentation, I came to understand that almost all special abilities do not stack with themselves unless explicitly stated. In other words, you can't use Rampage multiple times to increase the damage of one attack by 4, 6, or 8. The instructions could probably mention that almost all special abilities do not stack with themselves unless explicitly stated.
- Phasing is not working as intended(?). The Spectre can actually continue attacking/using actions until you deselect it. Only once the unit has been deselected do you lose the ability to select the unit/use actions.
- Spells that have one target and don't stack fail if you try to use them twice. For example, using the Breaker's Defiance ability twice in a row. If you can't use the power again, why not grey it out to show in the interface that it's not useful to use the power again that turn? It would be more intuitive from a UI standpoint.
- The Warrior's Victory ability is outright better than it's basic Attack.
* It has 2 Range. Attack can only be used against adjacent targets.
* It can be used as many times as you have AP. Attack only works twice.
* It guards against some status effects.
* It does more damage on the first hit.
* It's unaffected by damage penalties like Curse, unlike Attack.
No reason to use Warrior attack when you have Victory. Sure, maybe the Warrior gets an attack buff, but why give it to him when you can buff another class that could potentially triple attack and Victory is already a better attack for the Warrior?
- As an extension of the above, the Victory tooltip states it does "2/1" damage. This statement is ambiguous and confusing. It seems most likely to imply that it randomly inflicts either 2 or 1 damage. In game, the power inflicts 2 damage, but only for the first hit, and all consecutive hits inflict 1 damage. Is this intended? In any case, I would either change the power so that it works as intended, or alter the tooltip to more accurately explain the effects of the power.
- It's slightly counterintuitive that movement occurs multiple tiles at a time. When I first started the game, I began playing it like other strategy games, assuming that one tile moved = one AP spent. However, a unit can actually move it's full range (determined by class) for each AP spent. After getting used to it, I do like how movement works. I would just put a blurb in there to explain how movement works for grognards like myself who are trying to move oldschool one tile at a time =P.
- It's a little confusing that enemy turns count towards ability durations. If I use a power that lasts 2 turns, my first assumption would be that it lasts for my current turn and my next turn. However, enemy turns count towards the current turn total, so using something with a duration of 2 turns is more like 1 (if it doesn't have any effect during the enemy turn).
- The graphical effects for zones on the battlefield are a bit hard to see. For example, the indicator for Fortify blends in quite a bit into the starfield background of the page, as do the small circles for a spike trap. I would make these icons more obvious to better inform the player where bonuses and penalties are.
- The level doesn't end immediately the goal is to destroy all enemies and the last enemy suicides (for example, if the Berzerker implodes itself). You actually lose a turn in this case, when you should gain one - you get stuck, and the level only checks for victory after you end your turn and the enemy's subsequent turn begins. I think it should be possible to win on the enemy turn by forcing AI suicide, it should check for victory immediately after each unit is destroyed. Another solution might disallow the AI from suiciding altogether.
- The level ends immediately if you use the Control ability on the last remaining enemy. Technically there are no more enemies around since it becomes an ally temporarily, but it still seems kinda hax, lol.
- Some powers, like Control, can only be used once per turn, but do not mention that in the tooltip.
- The tooltip for some powers runs off the screen. Perhaps you could make the tooltip scroll like a marquee in this case, or perhaps just make the text bubble larger to accommodate?
- Effects that debuff defense are almost useless, since no class has an inherent defense value. The only time this effect is useful is if you come up against a buffed enemy Warrior =/.
- The duration of Defiance, as listed in the tooltip, is incorrect. It states that the duration is 4 turns, but the effect only lasts for two. You can use it every player turn, essentially.
- The effect of a Healing tile is ambiguous. Do your healing powers (Priest powers) cause more healing while the Priest is on the tile, or does it increase the effects of remote Healing spells cast on a unit standing in the tile? The former makes more sense, considering that Bonus Damage/Attack tiles function that way. If it does work like the former, though, then I think that Bonus Healing tiles aren't stacking with Bless' bonus, and I feel like it should.
- The Imbue ability could use an indication that it's buff is active. Just so that you don't forget which units you have imbued and which you haven't. You could simply put the buff on with a duration of 50 turns or something like that. This also makes the ability to steal buffs more interesting, because this adds another buff that could be poached.
- It would be nice if the Quit command would interrupt the enemy turn.
I'll get to the rest of the maps in a bit, they get quite a bit more complex the more units you add. I'll keep submitting feedback, too, if you want.
~~~
Here are my current bests, if you're interested:
On Advanced setting:
Lv 1 - 1 Turn - 4600 pts
Lv 2 - 3 Turns - 4400 pts
Lv 3 - 3 Turns - 4400 pts - Actually have to limit damage here, or the Berserker self destructs and you lose a turn.
Lv 4 - 1 Turn - 4700 pts by Controlling the enemy (hax?). Can also destroy it the old fashioned way for 4600 pts.
Lv 5 - 3 Turns - 4400 pts
Lv 6 - 3 Turns - 4600 pts
Lv 7 - 3 Turns - 5300 pts
How does the scoring system work? Looks like turn used decreases score, but beyond that...
Re: Strat (Turn/class based strategy game)
Thanks for the extensive review. I'll be taking a lot of this into account when fixing/changing the next version.
The tutorial levels are not really that important in terms of score. The real levels (11 and 12) are the only ones that matter so far. I am planning 40 levels with 3 boss levels in there when it's finished. The bosses are actually 100% done, I'm just waiting to include them later.
I'd also like to respond to the bit about status effect turn counts. It may not seem like it matters that abilities that only work actively last to the enemy turn, but it does. For example, a Stealer could use Steal, or a Wizard could have to remove multiple status to get the one you want to remove.
The thing about Imbue is that it's permanent, so it can't be stolen. I may add it as an unremoveable buff.
Also, you can have negative defense which increases all physical attack against the target, so defense debuffs are actually very useful.
The tutorial levels are not really that important in terms of score. The real levels (11 and 12) are the only ones that matter so far. I am planning 40 levels with 3 boss levels in there when it's finished. The bosses are actually 100% done, I'm just waiting to include them later.
I'd also like to respond to the bit about status effect turn counts. It may not seem like it matters that abilities that only work actively last to the enemy turn, but it does. For example, a Stealer could use Steal, or a Wizard could have to remove multiple status to get the one you want to remove.
The thing about Imbue is that it's permanent, so it can't be stolen. I may add it as an unremoveable buff.
Also, you can have negative defense which increases all physical attack against the target, so defense debuffs are actually very useful.
Last edited by Udderdude on Sat Nov 05, 2011 11:26 pm, edited 2 times in total.
Re: Strat (Turn/class based strategy game)
Makes sense.
I suppose I am just partial to systems that use separate turns for players and enemies - for example, Player Turn 1, Enemy Turn 1, Player Turn 2, Enemy Turn 2, and so on.
It's the same thing if you really boil it down, but I still hate the illusion that the enemy AI is somehow "using up" my turns =P.
EDIT: One other thing:
- The definition of "Attack" is ambiguous. "1 extra Attack" refers to gaining another use of the Attack command (in the case of Defiance), while "1 extra Attack" could just as easily mean adding one more point to the unit's attack statistic (inflicted damage). The "Attack" word is used for both the command and the statistic.
I recommend replacing the unit's damage stat with "Power", or something to that effect.
One of those nitpicks for clarity and intuitiveness =P.
I suppose I am just partial to systems that use separate turns for players and enemies - for example, Player Turn 1, Enemy Turn 1, Player Turn 2, Enemy Turn 2, and so on.
It's the same thing if you really boil it down, but I still hate the illusion that the enemy AI is somehow "using up" my turns =P.
EDIT: One other thing:
- The definition of "Attack" is ambiguous. "1 extra Attack" refers to gaining another use of the Attack command (in the case of Defiance), while "1 extra Attack" could just as easily mean adding one more point to the unit's attack statistic (inflicted damage). The "Attack" word is used for both the command and the statistic.
I recommend replacing the unit's damage stat with "Power", or something to that effect.
One of those nitpicks for clarity and intuitiveness =P.
Re: Strat (Turn/class based strategy game)
I'll clarify the wording on that.
Right now I still think the game is too far balanced towards "Do as much damage as possible and ignore non-damage specials", so I'm probably going to increase unit health even further.
Right now I still think the game is too far balanced towards "Do as much damage as possible and ignore non-damage specials", so I'm probably going to increase unit health even further.
Re: Strat (Turn/class based strategy game)
Zomg totally spamming in my own thread so i can hit 3000 poasts!
I R POAST COUNT WHORE!
I R POAST COUNT WHORE!
Re: Strat (Turn/class based strategy game)
Yeah, I haven't really mentioned anything about the metagame yet because I didn't want to bombard you with too much at once, haha.
It is a very offensively oriented game, though.
It is a very offensively oriented game, though.
Re: Strat (Turn/class based strategy game)
It's definitely a challenge to find a good balance. Too little and matches just feel like "Damage or you're wasting energy". Too much and matches feel like they drag on forever and it takes a whole turn to kill even one dude.
Re: Strat (Turn/class based strategy game)
I'm posting here so I will hopefully remember to try this out when I have more time.
Really love turn-based strategy.
Really love turn-based strategy.
Re: Strat (Turn/class based strategy game)
Yeah, definitely give this game a shot. I'm enjoying the game so far. I think it actually works up to a good challenge on advanced mode, haven't tried expert yet but that seems like a big step up because the enemy basically gets a free turn to gank you =P.
EDIT: Noticed a problem with Map 12. Map 12 is the first map where you need to scroll to see the whole map. However, if I scroll the screen away from the initial screen at all, then I cannot select any units. This makes it impossible to control some of my units.
More scores:
Lv 8 - 1 Turn - 5400 ~ Spectre movement abuse ftw =).
Lv 9 - 3 Turns - 5200
Lv 10 - 1 Turn - 5500
Lv 11 - 3 Turns - 3700
I might add a statistical output to show the number of moves per AP available (as an additional mechanic for reporting to the player when units are slowed by high damage).
EDIT: Noticed a problem with Map 12. Map 12 is the first map where you need to scroll to see the whole map. However, if I scroll the screen away from the initial screen at all, then I cannot select any units. This makes it impossible to control some of my units.
More scores:
Lv 8 - 1 Turn - 5400 ~ Spectre movement abuse ftw =).
Lv 9 - 3 Turns - 5200
Lv 10 - 1 Turn - 5500
Lv 11 - 3 Turns - 3700
I might add a statistical output to show the number of moves per AP available (as an additional mechanic for reporting to the player when units are slowed by high damage).
Re: Strat (Turn/class based strategy game)
Whoops. That bug was definitely not happening in the standalone Flash player. I fixed it, anyway.
Going to put up a new version soon, with lots of fixes and some new artwork. And status effect icons for all the major disabling abilities.
Going to put up a new version soon, with lots of fixes and some new artwork. And status effect icons for all the major disabling abilities.
Re: Strat (Turn/class based strategy game)
Cool, I'll wait for the update, then finish the last map once I can play the patched version.
Re: Strat (Turn/class based strategy game)
Updated. It's already looking much better than the first test/demo version.
Re: Strat (Turn/class based strategy game)
Coming along. A few things:
- Consume seems to have been broken in the update. It fails when you try to use it now.
- I just noticed that Evil stacks with itself. Intentional? If it is, I might make a mention that it can be used multiple times in the tooltip.
- Consume seems to have been broken in the update. It fails when you try to use it now.
- I just noticed that Evil stacks with itself. Intentional? If it is, I might make a mention that it can be used multiple times in the tooltip.
Re: Strat (Turn/class based strategy game)
I fixed consume so that you can't use it if full on life. Will mention that in the tooltip.
Evil shouldn't be stacking, thanks for pointing that out. Will fix that.
Evil shouldn't be stacking, thanks for pointing that out. Will fix that.
Re: Strat (Turn/class based strategy game)
Gonna have to get used to that Berserker change. Makes them significantly less hax.
Edit: Like the change to Force. If you set up a flanking situation, you can attack many times. It makes the Breaker even more useful as a multiattacker.
This changes the solution on the first map, but I can still complete it in one turn =P.
The solution to the Victory problem works well, gives Warriors a reason to attack and improves their damage output somewhat.
I would include a version number on the main menu so that turns/scores can be properly compared with other scores from the same version.
Found an amusing quirk with the AI. It actively treats Mines as threats. It avoids attacking them, because that would blow the mine up, but it will spam all sorts of debuffs and non-attack damage effects on them. Try it in Map 5 - lay a mine next to the Warrior and watch him spam Victory on the Mine, it's kind of hilarious =).
Incidentally, it looks like the AI still overwhelmingly prefers to use Victory as the Warrior's primary attack, rather than using the now-optimal alternation between Victory and Attack.
Edit: Like the change to Force. If you set up a flanking situation, you can attack many times. It makes the Breaker even more useful as a multiattacker.
This changes the solution on the first map, but I can still complete it in one turn =P.
The solution to the Victory problem works well, gives Warriors a reason to attack and improves their damage output somewhat.
I would include a version number on the main menu so that turns/scores can be properly compared with other scores from the same version.
Found an amusing quirk with the AI. It actively treats Mines as threats. It avoids attacking them, because that would blow the mine up, but it will spam all sorts of debuffs and non-attack damage effects on them. Try it in Map 5 - lay a mine next to the Warrior and watch him spam Victory on the Mine, it's kind of hilarious =).
Incidentally, it looks like the AI still overwhelmingly prefers to use Victory as the Warrior's primary attack, rather than using the now-optimal alternation between Victory and Attack.
Last edited by Blackbird on Mon Nov 07, 2011 12:49 am, edited 1 time in total.
Re: Strat (Turn/class based strategy game)
Yeah the Consume effect was originally programmed to not be useable on full health. It just got bugged.
I'm not too concerned about version numbers yet. There are still lots of changes flying around even now, and there's only 2 serious levels, so think of this as pre-release testing.
Ooops@warrior inciting a mine. That's a pretty hilarious bug. I fixed that, and I changed the Warrior AI so it will go for an enemy if there are no allies around (previously it was programmed to simply follow allies, but since there are none in that map, she doesn't move an inch)
It also attempts an attack following up a Victory.
I can add you as a tester in the credits, since you're providing a lot of good feedback.
I'm not too concerned about version numbers yet. There are still lots of changes flying around even now, and there's only 2 serious levels, so think of this as pre-release testing.
Ooops@warrior inciting a mine. That's a pretty hilarious bug. I fixed that, and I changed the Warrior AI so it will go for an enemy if there are no allies around (previously it was programmed to simply follow allies, but since there are none in that map, she doesn't move an inch)
It also attempts an attack following up a Victory.
I can add you as a tester in the credits, since you're providing a lot of good feedback.
Re: Strat (Turn/class based strategy game)
Ah, kinda figured out why my score varies some. The total number of units the player has left remaining must count towards score. However, you can artificially increase this number by "creating" more allied units with the Stealer's abilities (maybe Clones don't count, but Controlled units do?).
Seems the secret to high score is:
- Finish quickly
- Finish without letting any units die
- Control as many units with the Stealer as possible (o_O?)
That's kind of odd from a metagame standpoint, haha.
Seems the secret to high score is:
- Finish quickly
- Finish without letting any units die
- Control as many units with the Stealer as possible (o_O?)
That's kind of odd from a metagame standpoint, haha.
Re: Strat (Turn/class based strategy game)
You're right, I'm going to fix the issue with control finishing a level up and adding to your score.
The other two points are correct. Low turn count and no deaths means better score.
The other two points are correct. Low turn count and no deaths means better score.
Re: Strat (Turn/class based strategy game)
A vaguely related question: Have you given any thought to adding music to the game?
I'm kind of getting a Phantasy Star vibe from the graphics - traditional fantasy archetypes, but in a sci-fi setting. I'm trying to imagine what an appropriate soundtrack would sound like, haha.
I'm kind of getting a Phantasy Star vibe from the graphics - traditional fantasy archetypes, but in a sci-fi setting. I'm trying to imagine what an appropriate soundtrack would sound like, haha.
Re: Strat (Turn/class based strategy game)
I have someone working on music for it, however he's a bit busy so it will take awhile.
Next update, the AI Breaker will use Force if you are against an object, or if you are on a benifical field.
I am also going to try and change Force so if the unit is forced against another unit, that unit also takes damage.
Next update, the AI Breaker will use Force if you are against an object, or if you are on a benifical field.
I am also going to try and change Force so if the unit is forced against another unit, that unit also takes damage.
Re: Strat (Turn/class based strategy game)
Noticed that Incite continues to have effect even if the Warrior that originated it is destroyed. In this case, the unit simply cannot attack until the effect expires. Bummer =(.
I would consider adding the alternate victory condition of destroying all enemies to Map 9. I can destroy all the enemies on this map in the same time that it would take to escape, so both strategies seem equally valid. Sort of like how most Advance Wars maps give you the option of HQ Capture or Rout.
Breakers are really amazing after patch, they have replaced the Berserker as the ultimate nova damage dealer. Force is an amazing power, because it counts as an Attack, but doesn't have Attack's normal cap of 2 actions. This means that you can get much greater use out of buffs with your multiattacks. With Empower, Flare, and Weaken, you can conceivably inflict 5 damage up to 7 times in one turn (with an extra attack from Defiance), for a total damage output of 35. You can potentially massacre two enemies in the same turn, haha.
A more realistic example has you making 4 attacks with Empower and Flare, which is still a respectable 16 damage, enough to nuke most classes.
Force also has 2 range, allowing diagonal attacks with the proper flank.
I'm also having a greater appreciation for my Wizards now, because I can use their Mines for friendly fire. I can damage my Breakers to proc Defiance's extra attack, and I can damage my Berserkers so they can utilize Consume more often. Both situations up my damage output.
I would consider adding the alternate victory condition of destroying all enemies to Map 9. I can destroy all the enemies on this map in the same time that it would take to escape, so both strategies seem equally valid. Sort of like how most Advance Wars maps give you the option of HQ Capture or Rout.
Breakers are really amazing after patch, they have replaced the Berserker as the ultimate nova damage dealer. Force is an amazing power, because it counts as an Attack, but doesn't have Attack's normal cap of 2 actions. This means that you can get much greater use out of buffs with your multiattacks. With Empower, Flare, and Weaken, you can conceivably inflict 5 damage up to 7 times in one turn (with an extra attack from Defiance), for a total damage output of 35. You can potentially massacre two enemies in the same turn, haha.
A more realistic example has you making 4 attacks with Empower and Flare, which is still a respectable 16 damage, enough to nuke most classes.
Force also has 2 range, allowing diagonal attacks with the proper flank.
I'm also having a greater appreciation for my Wizards now, because I can use their Mines for friendly fire. I can damage my Breakers to proc Defiance's extra attack, and I can damage my Berserkers so they can utilize Consume more often. Both situations up my damage output.
Re: Strat (Turn/class based strategy game)
I'll fix the Incite sticking around after the inciting warrior has died.
Yeah, that damage with Force is a bit extreme. May put a limit on Force or just raise it's energy cost. I'm also prob. going to reduce Force's range to 1.
That's an interesting use for mine but it would be pretty risky if the enemy decided to attack them.
Yeah, that damage with Force is a bit extreme. May put a limit on Force or just raise it's energy cost. I'm also prob. going to reduce Force's range to 1.
That's an interesting use for mine but it would be pretty risky if the enemy decided to attack them.
Re: Strat (Turn/class based strategy game)
Dead enemies deal no damage =D
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Teufel_in_Blau
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Re: Strat (Turn/class based strategy game)
Please send this game to icy and ask him for a prober review. I bet he could give you some nice advice. I heard he LOVES indie games.
GaijinPunch wrote:I don't have 40 minutes to do anything other than fist myself these days.
Re: Strat (Turn/class based strategy game)
I finally got around to trying this. I haven't played it enough to make any thoughtful comments, but I'm enjoying it so far, having grown up with turn-based melee games (which I adored) like Galactic Gladiators, Six-Gun Shootout and Breach 2. The one complaint so far is that I spent a while trying to figure out how to move since that black box looks more like a stats screen than a menu.
Humans, think about what you have done
Re: Strat (Turn/class based strategy game)
I'll add some more stuff to make it look more like a command bar. Maybe like .. a giant title over it that says command bar :D
I've updated it with this, some more art changes, and a new level.
I've updated it with this, some more art changes, and a new level.
Last edited by Udderdude on Mon Nov 07, 2011 8:46 pm, edited 1 time in total.
Re: Strat (Turn/class based strategy game)
I've seen him rag pretty hard on generic or badly designed turn based RPG hybrids, so I'm not sure if he'd overlook that it really has none of those RPG failings and just trashes it for whatever arbitrary reasons (Mixing sprite and vector art? DIE MONSTER YOU DON'T BELONG IN THIS WORLD)Teufel_in_Blau wrote:Please send this game to icy and ask him for a prober review. I bet he could give you some nice advice. I heard he LOVES indie games.
Re: Strat (Turn/class based strategy game)
Question: Which area of this game do you want to focus on developing the most right now? I have a few other ideas pertaining to this game, but I don't want to get ahead of myself.
I've discovered yet another use for Wizards/Mines. Mines proc the Berserker's Craze/Enrage buff. Yet more synergistic damage buffing!
I've discovered yet another use for Wizards/Mines. Mines proc the Berserker's Craze/Enrage buff. Yet more synergistic damage buffing!