Inflatable RPG Feedback & Poll!
9 years ago
Feedback: Combat System!
To those of you who have played my RPG, what do you think of the combat system? Is it overly complex and imbalanced? I ask because I'm worried about that.
As it stands, combat goes by either overinflating or deflating your opponent. This requires you to grapple and then inflate/deflate your opponent and they can break away or regenerate off your damage... it feels kind of slow and unoptimized. So I'm basically asking, what should I change?
I'm not looking for new mechanics! I've got enough in mind already, I just want advice on what I should adjust that's already in place to make the game more fair.
If you all would prefer, I can completely redo the combat system: Damage and accuracy will be mostly independent of state of inflation and damaging your opponent won't make them slowly deflate, but simply weaken their hide so that a final blow pops them immediately. This means that there's no more blowing up your opponent so they're tight enough to hit accurately even though your intention was to deflate them, which I admit is counterintuitive.
Size instead will instead adjust your stats--Being regular size will increase speed/agility, being overinflated will increase strength, and being underinflated will increase defense. Specifically...
Below base size: Defense ++, Speed -, Strength --
Base size: Speed +
Above base size: Strength ++, Speed -, Defense --
Or if you have something else in mind, please let me know! Just... be gentle, please. I'm a bit of a fragile toy, criticism is kind of painful despite how useful it is.
Poll: Next Update?
What should be added next?
1) Unique towns with quests and markets (Very hard, long)
2) Enemy and background art (Medium, long)
3) Magic, mana, and abilities (Medium, not too long)
4) More enemies and biomes (Easy, boring)
To those of you who have played my RPG, what do you think of the combat system? Is it overly complex and imbalanced? I ask because I'm worried about that.
As it stands, combat goes by either overinflating or deflating your opponent. This requires you to grapple and then inflate/deflate your opponent and they can break away or regenerate off your damage... it feels kind of slow and unoptimized. So I'm basically asking, what should I change?
I'm not looking for new mechanics! I've got enough in mind already, I just want advice on what I should adjust that's already in place to make the game more fair.
If you all would prefer, I can completely redo the combat system: Damage and accuracy will be mostly independent of state of inflation and damaging your opponent won't make them slowly deflate, but simply weaken their hide so that a final blow pops them immediately. This means that there's no more blowing up your opponent so they're tight enough to hit accurately even though your intention was to deflate them, which I admit is counterintuitive.
Size instead will instead adjust your stats--Being regular size will increase speed/agility, being overinflated will increase strength, and being underinflated will increase defense. Specifically...
Below base size: Defense ++, Speed -, Strength --
Base size: Speed +
Above base size: Strength ++, Speed -, Defense --
Or if you have something else in mind, please let me know! Just... be gentle, please. I'm a bit of a fragile toy, criticism is kind of painful despite how useful it is.
Poll: Next Update?
What should be added next?
1) Unique towns with quests and markets (Very hard, long)
2) Enemy and background art (Medium, long)
3) Magic, mana, and abilities (Medium, not too long)
4) More enemies and biomes (Easy, boring)
As far as what I would like to see next, I would love to see the artwork next.
-Health:
- The integrity of the skin (depending on the quality of the material)
- Air level (the better the quality of the skin, the greater the volume can withstand)
* In the battle damaged skin, if the enemy could not reach the valve
* An explosion when pumping occurs when the (air level x 2)
* The more the skin is damaged, the faster the air flows (1c = 1.25a)
* Unlike the skin,air can not be stabilized during the battle
* After the battle, the skin is regenerated, and the air is not
- Armour (Well .. here is not easy ..)
- Light: Only the fabric on the torso (T-shirts, tank tops, shorts)
- Medium: the torso, knees, elbows (tight T-shirts, T-shirts with long sleeves, pants)
- Heavy: the whole body (overalls, hats, jeans clothes)
- Features (if there is / will be)
* Fingers ? Fingers ! - You can use most of the items without penalty (if you think about it. Not easy to use pump with hands,that smooth as pipes)
* Enchanted air - the air inside you unusual, it's so easy and pleasant. You do not even remember the last time you used air tank to restore air level (you can fly (air level x 1.5)), after the battle, the air is also regenerates, but because of its features, you are deflate much faster (1s = 1.75a)
* Tough skin - Due to adverse weather conditions skin coarsened.Its harder to damage (damage resistance 15%). Holes are not expanded (air flows slowly (1s = 1a)), but because of its hardness, it regenerates slower