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A browser roguelike with over 60 classes and endless adventure · By BrianIsCreative

New Combat

A topic by Kaaaaaaaaaat created 21 days ago Views: 48 Replies: 2
Viewing posts 1 to 3
(1 edit)

I personally liked the old combat system.

It wasn't very confusing, as stated, and added some fun depth to the game. Even if trying to push over my enemy might not have been the best move at times, it was still fun to have all these combat choices.

I get that sometimes you didn't know exactly what you were doing, and that might have been weird but I like that you feel almost like as you play the game both you and your character improve at fighting. This is such a big change to what really seemed like one of the most important and most used mechanics of your game. Sometimes less is more but here I think players would rather have many choices and only use a few instead of having two choices and wanting more.

Even if there is some way to access previous builds I still want to continue playing new updates.

I could do without stances, I guess, and the heavy attack is cool, but taking away my pushing, kicking, and parries was a little far...

I do understand that this is Brian's game but I felt that if I voice my concerns maybe he'll thinking about going easier on stripping down the combat system. Thank you for reading.

What do you guys think about the new system?

If this is an april fools joke then just know that heavy attacks are still cool. <3



Thanks for taking the time to put together such detailed feedback! All the systems in FARA are in constant flux, and feedback on changes is always welcome. This is the first defense I've seen of the old system, and it's good to know that people liked certain elements of it. As the game matures, I hope to strike a sweet spot between accessibility and depth.

If you haven't yet, consider joining us on Discord! People are discussing game mechanics all the time, and I'm always down to experiment with people's ideas if there's interest: