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My proposal is extremely unusual and difficult to implement, since new mechanics will have to be added to the game.

I propose adding a balance mechanic for opponents and a melee strike for the main character. The gist is as follows.

The main character charges a melee attack, after which he makes a short dash and attacks the enemy at a short distance, knocking him back and immobilizing him for a while, also causing damage to the enemy's balance. In case of damage according to balance, each enemy receives debuffs, and if the balance finally drops, the enemy gets knocked out, after which you can either finish him off or interact with him in a special way (^:

Of course, each enemy should have their own balance and their own debuffs, because it would be frankly strange if the witch and Centaurides would have the same balance and debuffs to it.

As for the melee attack itself, when charging the strike you can be grabbed, during the attack itself, you get invulnerability frames. Also, to prevent spamming this melee attack, I suggest tying it to stamina, because of which the player will have a choice to spend stamina on a roll or a melee strike. Let the speed of charging a melee strike depend on the agility characteristic, and its damage power according to balance, obviously on the strength characteristic.

And of course, the answer to the question, why is this necessary? It is necessary for that what, to diversify the gameplay and partially remove the feeling in the player that everything here depends on luck and on what loot you get in chests and the store. That is, to make a game in which everything in fact will depend on the player's skills.

And a huge thank you to the author for the game, I'm definitely waiting for it on Steam!