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Amazing concept and the flow of the combat is very smooth. However I feel that the need to toggle off the buffs before you could reapply them just unnecessarily doubled the player input during already hectic combat.

(1 edit)

I did also find it to be an issue, but the main problem is how it should be implemented at the final fight when the player gets the ability to apply two buffs at once (and that issue carries forth into the actual game we're making using this combat system), because if we just make it automatically move the buff from one character to another, who decides which character the buff comes off of? Should it always take the oldest buff off? Always the most recent? The simplest solution to prevent the game from doing something the player didn't directly intend is to make them remove the currently active buff they don't want anymore, and conflicts like this are the main reason behind implementing the time slow power.

Having said that, I think I'll look for a reasonable compromise for the final game. Perhaps moving the heal spell onto the hotbar as a selectable option, then I can repurpose right click for a "remove buff" control. The advantage that comes from this is that I could make swapping buffs on a single party member instantaneous, only one click needed, only requiring you to free the buff slot up as an additional click when you want to MOVE the buff to another party member.