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Skills being one dimensional is probably because I'm lazy and didnt want to make a unique set of skills for every single character but my other excuse is because of the game engine. RPG Maker cant do those effects you suggested by default, and i didnt want to write custom code just for one skill, so i've left them being generic. The unique passives (which are custom coded) were meant to be whats separates each character and break this genericness but i guess they arent interesting enough to give a reason to pull for a specific character. For the next version, I'm planning on using another game engine to have more flexibility for creating skills, though truthfully i wanted to continue with using generic skills for convenience, guess i need to put a bit more thought in that area

Thanks for writing this

(1 edit)

Understandable, but i would like to point out that you're incorrect about rpg maker not being able to do my suggestions by default, i know this because i've used it in a project before. You can look up "Damage formulas 101" to know just how much you can do with skills by default. Here's my example from before but in a more technical way; 

"Heavy Slash - deals moderate physical damage to 1 enemy and buffs own defence by 25% for 1 turn" would be "a.addBuff(3,1); a.atk * 8 - b.def".

As for a different engine to work on the game i would advise against blender, it's not exactly beginner friendly.