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Was designing rotations fun or frustrating?

It definitely wasn't frustrating. It was more interesting. I liked figuring out the rules. It's unclear from the prototype whether it would stay interesting after extended gameplay, but the prototype was good.

Did failures feel fair and understandable?

I actually felt a little cheated, since the game withheld  essential abilities that were required to defeat the first enemy. Understanding how the game worked was not enough: you also had to wait for the game to (arbitrarily, it felt) decide that you were ready to receive an essential ability.

I would have preferred receiving an ability as a reward for defeating a lesser enemy, or after having earned enough experience points to purchase the new ability. That way, I could strategize about what to purchase, and look forward to / enjoy the purchase. The new ability could make the next enemy beatable, or it could accelerate the rate of experience gain, making further purchases possible.

Did you feel encouraged to tweak and retry?

Yes, I did. It's essential to the game.

I only needed the first hint: once I made the first change to my ability sequence, I no longer needed / wanted the tutorial.

However, an explanation of the abilities (both player and enemy) would have been helpful (e.g. the effect and the cooldown period), as well as an explanation of the combat algorithm (e.g. when you have multiple abilities that could be used, which one will the combat algorithm select?).

Would you play a full game built around this system?

Yes. It's unclear from the prototype whether it would eventually get boring, but it's off to a good start! With some additional mechanics, like a skill tree, and monsters with various abilities, it could be quite fun.

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Player stats could be interesting, as well. If you're not able to cast a defensive ability in time, you'll get pummeled. But if you reduce your cooldown period just enough, then you'll suddenly become capable of blocking the attack--which could be a game-changer.

So, improved player stats could something worth working towards, even if no new abilities are unlocked.

Another possibility could be equipment items: The abilities could be properties of the equipment you wear, so you'd have to pick and choose what you take, and what you forgo...

Alternatively, casting an ability could cost mana, depleting your mana pool. When you're out of mana, you're unable to use abilities until it has replenished sufficiently. That way, you'd have to be strategic about which abilities you use in combat. You might be able to level up your abilities, making  them more powerful or more mana-efficient. Likewise, you might be able to level up your mana pool, which would allow you to do more, and thereby advance further into the game.

Yeah, fully aligned. Bosses should drop loot, or players can farm resources to build items to improve their stats. I also like the idea of having a level-up system etc.

Nice, thanks for your feedback. Yeah, good point regarding how you unlock abilities. For a game, I'm thinking about the option to "train" or "fight small mobs" to get stronger and bosses will be really hard.

I also like the idea of having achievements/quests to unlock additional abilities. E.g., interrupt 10 abilities to unlock the option to select which ability to block.


The bosses are very basic at the moment; we could definitely improve on them and make them more complex and interesting. Building in different phases would require the player to create rotations for each phase, etc.