I think it's a good system, which has been proven my plenty of games in the past. Arc the Lad, Disgaea, etc. The card mechanic is also pretty dope, I can see how important it will be to success in combat. I have a question: will the movement be the same as in the prototype, or will it allow you to actively have your character run around within a limited range? Pretty much will it be like FF Tactics or like Arc the Lad?
Can't wait to see this get polished up, though! Boss fights are gonna be marvelous.
Thank you! About the movement - your unit will only move (and the animation will play) once you've made your choice, you won't be able to move him further or move him back - once the move is done it's done, like in the chess.
Hello, I'm a game developer also developing a turn-based strategy game. My game is mostly focused on PvP, being slightly assymetrical at times.
Your proposed system of using HP is quite... weird. I'd fully understand if you had some sort of unique system in place where a specific character or class uses HP instead of MP for their moves, and it would completely make sense. Now, something which caught my eye is that you are attempting to create a game with NO RND, which means, all attacks hit, unless stated otherwise, AND, you want to create a system where a ranged unit can spend 90% HP to insta-kill another. You clearly underestimate the power of ranged attacks in a turn-based game, and this mechanic clearly shows it.
And then you want to make a very binary system where if an unit runs out of MP, all attacks deal double damage. This is a very dangerous approach to fight back overcommitment, and again, it is only worsened by the fact all attacks have no RND.
I'm very skeptical two hundred people said this system works. I'll just remind you that most people that look into your game are very glad to be chosen and will most likely shy away from any constructive criticism they give by the fact your very first line discussing your game's mechanics is to mock someone who has a negative opinion on your game. I'll be very happy to get the influx of unhappy gamers from your title so that they can have a real taste of how a true, balanced TBS game is like, but at the same time I'm not going to suck up to you and say you have an awesome incredible 100% balanced system in place so you fall face-first on the ground. You have a lot of work to do regarding balancing, and addressing criticism.
I don't think you provide any valid critism except for that you are skeptical about it. Well, we are not attempting - we are developing a game with such a combat system, we find it to be fun and so did many people we've played against. We did have negative feedback as well, and used it for making some changes. Of course, after release and getting more feedback we will be balancing and tuning it further, but the underlying mechanics will still be there, as we like them and they are what we want to make.
You are welcome to disagree and have another combat system, but that is how the gamedev world works, we cannot all be working on the same game with different textures.