VERSALIA'S PROFILE
"I married him because his kid is strong and he doesn't wear a shirt" - craze
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So you say your game has strategy
A boss in one of my game is a necromancer who you fight in a graveyard and keeps resurrecting and healing up to a limit of four zombies. It takes a couple of hits to take out each zombie so of course it's best to take out the necromancer first but the zombies still attacking you can get annoying. The best trick however is to defend until all four zombies have been ressurected and use an AoE sleep spell and aim solely on the necromancer. Which would keep the zombies from attack for about five turns.
This is abysmal because there is exactly one correct way to tackle this boss. Craze said it, this is merely crowd contrololol. Why can't you put the Necromancer himself to sleep, buying you some time to buff your party so you can slap the heck out of him when he wakes up...? Do you have a healer who can actually target the enemies, too, using their Undead nature against them? Maybe someone has a curse that makes enemy attacks heal you, so you can hex a couple of the zombies with it? Maybe something is interesting about this?
And the DrawFour Wild skill is prevented by silence status, so you have a real incentive to inflict ailments on it.
So this entire boss battle boils down to "use status effects but be careful about using status effects"
Character Introductions - Short and sweet or explanatory?
Short splash. Explanations should all come spaced throughout gameplay as that person, not in a giant text dump on top of your head.
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i'm stunned by the glaring map errors right there.
also since they're looking off the northern peak maybe the dialog box should be at the bottom of the screen and the view could pan upwards a little bit.
also since they're looking off the northern peak maybe the dialog box should be at the bottom of the screen and the view could pan upwards a little bit.
Let's Draw! A character!
Edifice - A Slightly Less Decrepit Version
Game-play functionality
author=LockeZ
If everyone has a weakness, there is literally no difference between that move and a non-elemental attack.
Everybody is weak to this nonelemental attack so it's like everything constantly critting you. Amazing.
Game-play functionality
author=Thiamor
A special hit, that even if the weakness if fire, the hit will 'act' as if it is fire, and only strike at that person's weakness. Every enemy having this attack and having a 50/50 chance of using it, could be enough.
that sounds like the worst thing ever
Game-play functionality
author=Thiamorauthor=LockeZBut, say you're trying to level someone up and they are the one to get the last hit. It'd take longer to level them up if part of your exp is given away to other members.
I'd do it the other way around, if anything. Make it so if you get the killing blow, part of your XP is given to the rest of the party. The guy who gets the killing blow is more likely than not to be the strongest character already.
This is why it'd be better to make every playable character have a weakness that can be struck, so to speak, during any given fight. So they aren't over powered, and their weakness makes it possible.
the problem with "a weakness that can be struck" is that I assume you mean elemental or attack-type weaknesses, and that is only a threat in fights where that is present. If Maria has fire weakness and only 5% of the enemies in the game cast fire attack spells she is probably not really balanced out by the weakness.
Game-play functionality
author=LightningLord2
Well, the Shin Megami Tensei games handle the random death chance on the MC (and the following Game Over) by 1. Making the instant-kills resistable (with possibility to be immune) element types and 2. Comsumables that block an instant-kill once automatically and 3. A Spell that voids instantkills in the turn it was cast. So a random chance to instantly gameover isn't bad if it is avoidable.
All of those are terrible because they require that you have done something to protect yourself.
1) Equipped a persona with the appropriate elemental resistance
2) Opened enough shitty chests to find a Homonculous
3) Ridiculously lucky guessing
It should never be possible for the player to die to pure random chance when he made no mistakes at all. If not being able to predict the future is a mistake then punch me, because any situation that requires you to fail before you can figure out the solution is horrible.
edit: By fail, I mean, die/game over. You can easily design puzzles that give lots of feedback through failure.














