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(+1)

Cool idea. I see other comments about the readability. It seemed mostly okay to me after you updated it. The font does have some legibility issues, W's and H's look really similar, but that's a minor issue. I see why you picked it to help evoke fighting game nostalgia.

I really like the limit break idea. Turning 1 results into a resource for a big move is a great concept. I'm a big fan of how you executed that. I'm not sure if I'm missing something though regarding Combos and Combo moves. I understand that once you unlock you combo box, you can do a combo move with another player once per session. Does that mean that each player can combo move only once per session, or each "pair" of players can only combo move once per session. On top of that, what are the mechanical differences between a combo move and a regular action. I'm not sure if I'm just missing where that's written or if it's left vague intentionally. I really like the idea and would like to see more of how it works. 

Lastly, I think some work linking together the mission setpieces to one another in the narrative would be nice. I like the idea of moving between stages and how that evokes the old fighting game nostalgia. And I know that a lot of those games only put cursory efforts into explaining why you suddently walked into the mall. But as this is a TTRPG and the goal is to tell a cool story, I think fleshing that out would go a long way to giving your players something to chew on when they're making decisions.