Dev Log IV

Today on the dev log channel we bring you more updates to the gameplay!

Getting in on the action

Big changes to the rules. Before there was an issue where the meta game was just ‘pick off the weak ones,’ and if you didn’t have any strong ones you were sort of screwed. I had a rule that you could skip turns to attack with multiple fighters, but doing nothing on your turn isn’t very fun.
I thought about it a little, and I realize that while I wanted the game to be about the macro of combat, it had turned into the micro of fighters going up against individual fighters. Fighters complementing each other only really happened by positioning.

So I’ve changed the rules. Players now have three actions on their turns, which can either be attacking, using an ability, moving, or substituting. Now when you attack, you subtract the damage one fighter does to the defense of the target. Then, you can use another action to attack that seem fighter with another one of your fighters–this time however you just need to beat the already subtracted from defense points. So fighter 1 does 5 damage to a fighter 2 who has 10 defense. Now fighter 3 only needs to deal 5 damage to fighter 2 to defeat it.

I need to play with balancing now but this makes a huge difference in how the game feels. It feels much more tactical and a lot less like taking turns banging heads against each other.

More lore/site work

Still working on the site–nearly ready! Need to keep filling out the lore section and need to do the mobile menu, but otherwise we’re good to go. Might hold off a little longer still while I keep ironing out the rules, but it would be nice to be able to post these dev logs on Twitter, so we can go from 0 readership to 0 readership in multiple places. But I’m having fun. Eventually I’ll start doing PR in earnest.

Getting there!

The mechanics are getting better! It’s starting to feel solid. We’re getting there!

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