5 ms·
This is really well done! And I particularly like the combat. Filling the field with your attacks and enemy attacks really forces you to decide if you want to r
by jameskilton 10y ago
This is really well done! And I particularly like the combat. Filling the field with your attacks and enemy attacks really forces you to decide if you want to risk getting more of your attacks or be forced to take a really big hit yourself. I love the strategy and risk-reward that you provide with this setup.
- ondras 10y agoThanks! I am glad that people find the combat system useful and comprehensible. Some have troubles distinguishing colors, though.
- jameskilton 10y agoAh yes that will be a problem for some. An easy solution there is to use different glyphs for the different colors as well.
- ondras 10y agoTrue. Unfortunately, my font of choice (Metrickal) only covers basic ASCII. But its glyphs are very neat otherwise :)
- CGamesPlay 10y agoSince the combat is in a separate playfield, you can reuse glyphs from elsewhere. What about \ / for attacks and ^ v for magic?
- rmetzler 10y agohow about using #*+@ for the Game of Thorns
- stickfigure 10y agoI had to keep rechecking which color was which. I suggest using two colors (you vs them) and two symbols (magic vs attack).
- jasonkostempski 10y agoIs there a "wait" command (usually '.')?
- ondras 10y agoNo. For no particular reason. But there is generally little room for movement tactics, as you cannot flee from combat...
- jasonkostempski 10y agoOh good point. Can multiple things attack you at once?
- ondras 10y agoNo, only one.
- yorwba 10y agoIt would have been useful when that elvish knight trapped me in a corridor and all I could do was talk to him (or kiss him - ew).
- ondras 10y agoThat wicked elf! Hopefully you will talk him out of that sticky situation.
- andrelaszlo 10y agoIt seems like enemies can't open doors, at least from what I could tell. So even if you can't outrun them you can hide behind a door?
- lylejohnson 10y agoCan someone explain how the combat is supposed to work? I suppose that if I had more experience with these kinds of games it might be obvious.
- devopsproject 10y agoIts like bejeweled\candy crush. You select two or more adjacent colors to perform an "attack". The "attack" will be one of four choices: You attack, you attack with magic, the enemy attacks you, the enemy attacks you with magic. So the optimal solution is: Maximize the attacks that benefit you while also picking attacks that either lessen the damage you take OR choose damage against you that set you up for bigger patterns on the next turns. edit: looks like is can get deeper too. For example, bats have no mana and cannot attack with magic so it is a nice way to move some blocks without taking damage if you dont have any moves.
- pimlottc 10y agoSame here. I think the game presupposes familiarity with a particular sort of casual puzzle game that I haven't played.
- devopsproject 10y agoI'd never seen it before but had no trouble after playing with it for a few minutes
- eric_the_read 10y agoAlso, you can focus your enemies' attacks in their weak spots-- for instance, I try to spend my enemy magic attacks when I'm fighting a rat, or something with little-to-no mana.
- lanekelly 10y agoAt first glance, seems similar to the combat system used by Legend of Bumbo[1] (upcoming game from the Super Meat Boy dev). Have other games used this "match-three" mechanic as a combat system as well? Also, was pleasantly surprised to see the roguelike is played in the browser. Rot.js looks awesome. [1] http://legendofbum-bo.com http://legendofbum-bo.com
- asdftemp 10y ago"swap sword" is a pretty neat recent ios game where the character/enemies inhabit a match-3 grid
- StillBored 10y agoBut a solid strategy seems to be to pick the enemies attacks when they are just two blocks, and wait for your own to align up to more than 4. That combined with a strategy of exploring the entire level (and thereby healing) makes the game almost too easy. That said, it was more low stress fun than I've had in a while. I find myself playing games for stress relief, and I have a tendency to play on the harder levels so it stops being "fun" after a while. I was playing metro 2033 recently, and while a nice game/story I don't really enjoy it that much because the sudden appearance of fast moving monsters that are hard to kill with limited ammo is just to much. I guess I should drop the difficulty but that seems like cheating. Games like that should have a better sliding scale for how well your playing and adjust so the player doesn't have to reload 10 times...