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Topic : Re: Gameplay clashing with story? In my game, you have a companion with you, who offers you assistance in combat. During gameplay, the companion basically acts like an activated ability, where he - selfpublishingguru.com

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Change the story more (as you have already begun; sidekick isn't always invulnerable). Give the sidekick damage points that he can't recover for some turns after a battle: This becomes a part of strategy too, the player must avoid battle for a few turns if his shield is still effed up by the last battle, or take his chances without the shield, or risk the death of the shield. Or even preemptively take on the battle himself, to save his shield for a more intense battle later.

Instead of computing damage, you could just compute battle defense credits: He can defend in 3 battles, his credit begins at 3, but it takes 2 game days to recover from each battle. If his points are at zero and he defends, he dies (and warns the player that will happen).

That way the player might not want to waste a battle defense on some troll he can likely defeat himself, but will against a squad of demons likely to kill him and eat him.


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