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Anything in specific to avoid? Besides maybe what runs in the tryhard section of the example mechs

Anything that specifically counters both of them or that specifically counters one of them without being specifically countered by the other.

It works, and there are failsafes built into the system (live another day, knowledge is power, the strong adapt, etc.) to make it easier. It's certainly easier than trying to balance other games around 2 people.

Ah fair. My other idea was to give them each a grunt or an ally to rely on. Maybe expand their cast if they feel like it

That's also pretty good! You can use Reinforcements too to pull them out of the fire if you must.

Er yeah my bad, that's what I meant by ally. That said I plan on talking with them to see if they'd rather have the allies in question be a permanent ally (inwhich case the allies I'd probably consider letting them build entirely as both mechs and secondary cast members), or if they'd rather allies be the byproduct of various circumstances. (Each of the Major factions will have their own mechs already stated out. While a town militia definitely files under reinforcements. As does admittedly any unplanned scenario since making  reinforcements takes all of 30 seconds opposed the 5 to 10 minutes a mech might take.)

Both methods work and which one is better depends on the players and how much they like the joy of creating/sharing vs the joy of discovering. It sounds like you have a decent grasp on things, so good luck.