As other have already said, the combat needs more feedback, and perhaps an indicator for enemies that are close to death. You could make the combat faster by removing the need to confirm every message and just let them play one after the other on a timer, and if the visual feedback is good enough this won't cause major readability issues. Don't underestimate sound either, you could get a lot of mileage out of a *much* sound effect.
Alternatively, allowing the player to hold the confirm button in order to skip messages might work as well.
Also, I think the defend command should always have priority regardless of turn order, however that is decided, otherwise it's kind of pointless.
Just like JuicyChicken said, combat is very hard to follow here. Some sort of indication when enemies are going to die would be nice, as well as a way to figure out what order attacks are about to happen in.
I agree, the combat could be a bit clearer. In the future I'd like to add attack animations and have the enemy sprites at least doing some bouncing or flickering. Maybe display the damage numbers directly on top of whoever is taking damage. I'll try to come up with a way to make the action easier to follow!
I think you can take inspiration from gameboy rpgs. simple things like sprite flash, shake, an impact sprite would go a long way to making the combat more readable.
Comments
i want to say that i picked to play this game because the name was cute and the color palette was appealing.
hey, why do my moves go away from just bumping a direction i can't go!?
this is insane, i love it. sis is a monster.
am i a dummy or are the riddles sometimes nonsense in the spirit of SMT?
i like the mechanic of having to weaken enemies to eat and heal.
what do you mean I have to intelligently exploit weaknesses and not go all out on offense???
overall, i really enjoy this, though it's not super clear to me what types/elements trump others.
Cool concept.
As other have already said, the combat needs more feedback, and perhaps an indicator for enemies that are close to death. You could make the combat faster by removing the need to confirm every message and just let them play one after the other on a timer, and if the visual feedback is good enough this won't cause major readability issues. Don't underestimate sound either, you could get a lot of mileage out of a *much* sound effect.
Alternatively, allowing the player to hold the confirm button in order to skip messages might work as well.
Also, I think the defend command should always have priority regardless of turn order, however that is decided, otherwise it's kind of pointless.
Keep up the good work.
Just like JuicyChicken said, combat is very hard to follow here. Some sort of indication when enemies are going to die would be nice, as well as a way to figure out what order attacks are about to happen in.
I love the music, art, humor. but the slow pace kinda bogs it down. the combat had no feedback, didn't know who was doing what.
gameplay
I agree, the combat could be a bit clearer. In the future I'd like to add attack animations and have the enemy sprites at least doing some bouncing or flickering. Maybe display the damage numbers directly on top of whoever is taking damage. I'll try to come up with a way to make the action easier to follow!
I think you can take inspiration from gameboy rpgs. simple things like sprite flash, shake, an impact sprite would go a long way to making the combat more readable.