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Battle system Update:

I apologize for not making an update yesterday, and also I unfortunately not really able to work on my game today. BUT, on the bright side, I think having 2 enemies might work. It just has some animation bugs I need to fix. So enemies work the exact same as your party members, where they basically share items, and take turns. However I'm struggling figuring out how balance HP. Especially with party members, because when you have a party member, it's kind of like having more HP. So I'm struggling to find that out. How do I balance that? My idea is to divide the players health by 2 to make it even. But I'm also thinking if maybe I should let every gun damage you and the party member, but then that wouldn't make sense for a single shot revolver. Maybe for a shotgun, but how does a standard revolver damage 2 people in one shot. Of course my game doesn't need to be realistic and maybe some you don't care, but it does bother me that it's like that, and I don't want a new complete redesign of all guns. Maybe I could use the excuse that its a shotgun revolver and the tranquilizer is a shotgun tranquilizer (which is a pretty funny concept that I like), so who knows.


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You can also make the player only encounter these type of enemies, if they have a party member themselves.
That can kinda balances it out I guess, idk...

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Not gonna lie, I was planning that. But I'm not sure if I will, because it will make the game slower, and I like to have bosses that are by themselves so I don't have to create lore reasons as to why they have a party member on their team. And also I have to keep in mind the splitter enemy. 

There might be cases where I can use your idea for certain fights though. I'm glad you give me ideas, because without you, I would've never had animations, custom SFX, custom music, or the Orange roulette battle system in the game, you have really shaped the game the way it is :3

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I'm so honored to be able to help you!
Btw, if you have any ideas about how my game should be please let me know :)