Thanks for the replay!
I feel a different font for the damage dealt to the player-character from the damage dealt to the enemies will be helpful in determining when the player is being hit. Mild screen shake, red tint, and/or momentary blur effect could also help, particularly if it ramps up in severity the closer the player is to defeat.
Indicators on what level a Skill is on the icon would be helpful.
A countdown timer on the Skill icon instead of just the purple fade to help know exactly when it will be ready again.
Appreciated!
How many playable characters are you planning for? Do you have plans for fleshing out an in-depth story and setting, or just focus entirely on gameplay?
I'm a hobbyist writer and storyteller, having GM'd tabletop games for close to twenty years now and even have a small system published on DrivethruRPGs. If you're interested, I would be happy to contribute to this if things align.
I´m a 100% gameplay kinda guy, haha x]
I have a small subtle (not explicit) lore idea for the future, but it will take a while to get there.
My goal is to make the game super fun to play with basic graphics, once it´s done, make a complete overhaul of graphics, and then flesh out that subtle lore.
When that moment comes, feel free to message me at https://x.com/NeuralXFront