I think the actual attacks need to be animated slower or the shifting and turn-bars need to be sped up to balance them better.
I want to hold more towards turn-based than real-time. I
may slow down all of the movements (so that would be the first suggestion).
a few simple options to start, and explore all the possible ways to make combats within that limited scope
I will probably give the player very few options to start out with, and work my way up.
I'm not totally sure how I feel about forcing the player into different party makeups but I think it could be good if executed well.
I, too, am looking forward to what I do with this xD
AMIGA SYSTEM.
Hahahaha xD
Thanks. I do need to fix that, it seems.
Soon enough dead bodies will be ineffective shields.
"corpse shield" ... removed the "X" slots
But what would happen to the empty spaces?
Three of the 'same guy' against three different guy, except sharing stamina and health bars? A bit too weird for me, though I considered it.
(Oh, and thank you! I will be definitely making some tweaks to try to make sure it feels...
better.)
I'd love to hear some alternate suggestions, though!
One thing I considered momentarily was narrowing the 'battlefield' depending on the number of combatants the smallest team has. I'd like to avoid that, but it may be the best way to avoid corpse shielding.
The other idea is simply ending the combat after someone is actually killed, because the losing team cries like a baby and runs away.
And... teams are required to be 4 people strong? I wonder if that would be too artificial a limitation to bind people to.