Elaborating on the combat!
Here's the in-game explanation:
Most fights in this game are broken into turns, each with four distinct choices of action:
- □ HEAVY ATTACKS, denoted with a square, are head-on, direct assaults.
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- △ JAB ATTACKS, denoted with a triangle, are quicker, nimbler strikes.
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- ◯ FEINT ATTACKS, denoted with a circle, are evasive, subversive blows.
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- ⛊ You can also DEFEND, denoted by a shield. This will minimize harm from incoming attacks, but it will not damage your opponent.
Combat works much like rock, paper, scissors. You and your opponent each pick an approach- heavy attacks will always beat jabs, feints will always beat heavy attacks, and jabs will always beat feints: □ > △ > ◯ > □ . Two of the same attack will collide, causing you and your opponent to both take full damage.
When deciding your approach, read your adversary’s body language, notice their behavior, and watch for tells to judge how they’re preparing to attack. Each battle only has so many turns, so defend sparingly.
Occasionally, you will notice a bonus option unlocked by your particular powers or past actions. While often useful in a bind, these aren’t always the “correct” choice, so use your best judgment.
Currently, I’ve been writing the opponents with set moves, but it could be interesting to make it RNG.
The player is meant to predict what the opponent will do by reading the descriptive text. So, someone red-faced with rage & puffing out their chest is likely to heavy attack. Someone with shifty eyes, waiting for you to attack is likely to feint. Etc.
Have no idea if this seems interesting to play/like it’d work from an outside perspective. But its def easier than coding dice rolling!! It also gives me a lot of freedom to write different flavor text. One MC’s jab looks a lot different from another MCs jab.
Lmk if this sounds interesting, doable, or no fun, or whatever. If you’d rather a different system, I’d love to hear that too. Happy holidays
:o)