Thank you so much for letting me know! And I totally understand, the combat can be further improved that's for sure, but I always thought of it as a basic auto combat, like how in some games you can have minions but not fully control them directly, that is exactly what my goal is, i k now it's a bit niche but I purposefully made it so you didn't need to handle each character skill set, but I totally get that it can feel too random, an easy fix that I've been thinking about it's adding special consumables so you can better guide the characters in who needs to be harmed or healed, the order issue it's mostly visual, the bar that shows the order it's unfished., but they do act based on their speed stat, but can't attack multiple times in a row, it only determinates who's next and it gets recalculated after each turn to consider speed buffs/debuffs! that's why in some cases you seem like the next one to be able to attack but if in the middle of a turn the enemy got a speed buff, it will likely change who was next! in Godot I'm doing almost the same but as an RTS instead of turn based. That is the kind of gameplay I like the most, where you can, equip, prepare, guide and aid but not control! I think it falls in to the auto-battler RPG genre, the examples you gave me are great but aim for totally different experiences!
RainLilly
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My Magic Shelter Alpha 1.0 (Rushed Release) (Major Update) comments · Replied to DestroCat in My Magic Shelter Alpha 1.0 (Rushed Release) (Major Update) comments
Hi! Sorry for the late reply! Auto combat means the characters take the decisions regarding their role! You as the player can help your team by using items that can heal and buff your team as well as items to damage the enemy team, even using summoning items to make your compositions stronger! hard battles require careful thinking as well prior preparation! but when your characters have gotten strong enough you can play more relaxed in full auto by letting them handle easier fights quickly! aside that, you still have to collect items, craft, explore and interact! (current public version is very outdated by now, soon I'll be releasing the upcoming version where combat is already much more better and far more complex!)
WIP sneak peek to some new enemies! comments · Replied to Davekrip in WIP sneak peek to some new enemies! comments
