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Stil996

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Jan 11, 2018
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I'm also not that young xd. I'm in my 20s. I did play the game when I was a kid. I just didn't understand the mechanics too well. But looking back, it's certainly a very unique game.
Ahhh! A Tweenager :p.. Yup your Young
Blast from my childhood. Pong ( ) and Tank Commander ( ).
 

Stil996

Conversation Conqueror
Jr. Uploader
Jan 11, 2018
7,063
6,612
hi i cant seem to run the game.like it wont boot up.is there a solution for this issue?
the game runs fine, maybe check your directory structure, some games refuse to work if there any of the folders name has strange characters.
if that doesn't work check you mods, and maybe trying redownload/reinstall

PS giving info about your system and a clear description of what is or isn't happening (including error messages) can be really helpful
 

whichone

Forum Fanatic
Jan 3, 2018
4,915
10,323
:ROFLMAO: If you use "defensive" attacks, you'll take basically no damage, allowing you to memorize or write down the enemy attack patterns LOL.
Yup & from there it's just Rock, Paper, Scissors, choosing the option to the right of the enemy's & ensuring you only ever choose Subdue, if you want to add them.
Still, if they couldn't manage that, perhaps it's better that they moved on.
As if uninstalling, after 3 seconds of attempted combat, reflects badly on the game, not the player. :ROFLMAO:
 

Doorknob22

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Game Developer
Nov 3, 2017
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Ulhild the widow winemaker knows where The Mountain on the Sea is hiding. It's up to Karder to coax the secret out of her. Coming 0.7.

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PVNUser

Newbie
Jan 22, 2022
43
71
:ROFLMAO: If you use "defensive" attacks, you'll take basically no damage, allowing you to memorize or write down the enemy attack patterns LOL.
While that's true, it's reasonable to restate this criticism as, "The RPS single combat in this game isn't very fun or engaging." I'd agree with that criticism. Beyond that, how do we actually make this mechanic fun? That's less clear.

Some suggestions:

  • While the core concept of Riposte, Parry, Slash attacks is fine, I feel this system is overcomplicated due to the inclusion of Aggressive, Normal, Defensive, and Subdue intensity levels. A simple system now becomes complicated.
    • I would probably simplify this to just Aggressive/Defensive intensity levels. I don't see a need for specific "Subdue" intensity, and "Normal" intensity is just pointless
      • Follow-up suggestion: Since this suggestion removes "Subdue" attacks, players would be given the prompt after a battle on how they want to resolve it (for combats where Subdue is relevant).
    • Slightly less simplified version: Keep "Aggressive", "Defensive", "Subdue" intensity, but drop "Normal." This is basically the same, but we drop it down to 9 possible actions per turn instead of 12. That's a lot more manageable.
  • I am not a fan of the GUI for duels at all. I think this screen is poorly laid out, and this is one of the bigger reasons why the combat feels bad and unrewarding.
    • Here is a concept art I created for a possible way to improve the screen. I will discuss & explain each element KhanCombatConcept1i.png
    • I dislike how the current screen focuses attention on this circular button setup. I want to see the characters in the fight. The characters are interesting to look at, the circular button thing is not.
      • Ideally, what would happen with the combat screens is that each character would have different poses for different upcoming attacks. (ex. If your enemy's next attack will be "Slash" then you will see the enemy character sprite show as "Enemy_Slash1" (or a variation, 2, 3, etc). This would allow players to actually "see" the battle by watching the enemy's sprite, then choosing the correct response. That is much more interesting and visceral than reading text.
      • Health bars are drawn over the character sprites. This is Important information, so it goes in the center of the screen.
      • Not depicted: I dislike how the current battle screen is completely blacked out. When the player fights a Goblin in a cave or a Wench in her castle, it would be cooler if we could actually see renders in the background.
    • I removed the overly-complicated circular button setup, instead now there are 4 buttons.
      • First button is a drop-down or toggle button, allowing the player to switch between the different stances (e.g. "Aggressive", "Defensive" etc)
      • The next three buttons are your primary attacks. Much simpler presentation and easier to read & click.
    • Over on the right we have a Combat Log
      • The combat log depicts turns in the battle sequentially. No more reading a text box to try and parse out what move the enemy used.
      • Presenting your move and the opponent's move drastically clarifies what happened in a given turn
      • Results of the actions are also depicted, showing damage done & using color coding to demonstrate if your move was good or bad.
Let me know what you think about this.
 
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