A great game, great concept, great writing, almost perfect save for some balancing issues.
All useful damage is done in divisions of 5. The max per-hit damage is 10 per character, with the hunter being able to get a double occasionally. Red and Green attacking in the blue zone will still do 5 damage per hit, but attacking any further or using blue in the wrong zone will do less than five. Since all health in the game is divisible by 5, it is never useful to do less than that, since its basically just a turn countdown do when you'll do enough damage to kill.
There's a few buff items that add extra damage do your attacks, but these fall under the same problem. Since you're doing a bonus of, at most, 2 or 3 more damage with these buffs, they're useless until you can stack multiple on the same character to actually make them more effective. If the buffs instead gave an extra 5 attack it would open up a whole new set of opportunities per turn.
Onto the skills. Skills do static damage no matter where they hit. This is great, but it makes it so that instead of using them for their abilities (the AOE, the status effects, etc) their main uses are just attacking at full strength in every zone.
Hunter even has a skill for this that makes her normal attacks do full damage everywhere, but why pick that when you could instead pick something that does full damage AND has a bonus effect?
The game just needs to treat its damage numbers as they.
All useful damage is done in divisions of 5. The max per-hit damage is 10 per character, with the hunter being able to get a double occasionally. Red and Green attacking in the blue zone will still do 5 damage per hit, but attacking any further or using blue in the wrong zone will do less than five. Since all health in the game is divisible by 5, it is never useful to do less than that, since its basically just a turn countdown do when you'll do enough damage to kill.
There's a few buff items that add extra damage do your attacks, but these fall under the same problem. Since you're doing a bonus of, at most, 2 or 3 more damage with these buffs, they're useless until you can stack multiple on the same character to actually make them more effective. If the buffs instead gave an extra 5 attack it would open up a whole new set of opportunities per turn.
Onto the skills. Skills do static damage no matter where they hit. This is great, but it makes it so that instead of using them for their abilities (the AOE, the status effects, etc) their main uses are just attacking at full strength in every zone.
Hunter even has a skill for this that makes her normal attacks do full damage everywhere, but why pick that when you could instead pick something that does full damage AND has a bonus effect?
The game just needs to treat its damage numbers as they.