New Combat Test

Aerisetta

Active member

Long time no share, just something I'm working on for a new combat system that should be pretty engaging but simple (cause people who play my games are usually too busy to play with both hands ;) )

  • The player is a pretty average warrior class character, medium damage, medium speed. His attacks dont make enemy flinch though.
  • The key is the shield parry mechanic. If successful parry, they will cause the shield to reverb and stun everyone around them. The player will also gain haste in attack and movement speed, and the enemies are all slowed as well. Shield parry requires 50 energy, that regenerates 10 per second.
  • The player has a Finisher Execution move. He jumps in the air and does a high-ish damage AOE attack. It requires 50 Brave Points which is gained from hitting or getting hit. If the attack manages to KILL the enemy, the 50 Brave Points are refunded and he can do it again.
  • Oh and there's dodge cause people can't live without dodge nowadays.
Would love to hear any thoughts or feedback anyone has :)
 
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Firstly, thank you for proposing an original game mechanic (I am a big fan and student of these).
It is good for your soldier to have a powerful counter that allows him to destabilize the enemy (and for the player to manage the sense of timing).
- Blocking could give him attack or regeneration bonuses depending on his equipment.
- The counter could either disarm/knock out/paralyze/poison the enemy depending on the chosen playstyle.
- Instead of rolling to dodge, I would have opted for a side step/jump or a back dodge where you could manage the distance to put him out of harm's way from enemy attacks in your game.

Your system seems well thought out to me anyway, congratulations to you ;) .
Do you have other playable characters in mind for this game?
 
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