I can remove the pre-requisites, in particular we get 4 starting skills just in this demo

in the final game you'll start with 1 skill (or maybe 2) and get 1 skill each level up, even if early in the game you'll gain levels quickly.
OK to replace Normal with Journeyman (or journeywoman? hehe).
yayswords wrote:Focus Target, Knock Down, Wreak Havoc, and more (not just in the warrior tree)
I'm a cautious disliker of exponential power gain. These abilities gain both strength and duration with each skill point. I think that if for example Knock Down had 5 ticks of slow at every level, I'd feel better about taking one "value point" in it. Currently, even if I don't want Kira to be bringing the damage, I'd have to sink 3 points into it to max its utility. It's really a feeling thing but in my mind I see a lot of "zero or three" coming out of design like that.
Well I can't surely have 3 different variants for each skill, they must be all progressive. Maybe I can increase the slowness amount, or something like that. But all skills need to be like this, I can't afford to design 12 unique skills each tree like in SOTW.
As for Stun, yes I want to design the boss battles a bit differently. No more single boss enemies since those clearly don't work well, and I want to avoid immunity as well.
Regarding rampage, any skill that is cast clicking on a party member is a "defensive" skill. You can call it "buff" if you prefer
yayswords wrote:Compared to Joanne's Purify, I'm not sure how this will hold up as the game goes on, given that one is a flat 10 HP HoT and the other is a 40% heal (and dispel). Once Kira has more than 25 health, Purify is definitely stronger.
The main difference in this game is that since is so hard to regain SP, you won't always be fine to wait Joanne's turn to cast Purify. Especially since they're combo skills. You might be very low on HP and be Kira's turn, so you'll be forced to use it instead of waiting maybe 1-2 more turns.
yayswords wrote:Bramble Coat
I cry a little every time Joanne acts before Kira and Kira loses 1 tick of it to her own turn... is that mechanic removable? The hit counter is enough, I think.
Yes those effects should just decrease based on hits, even if it means that players could cast several and stack the effect duration. But could be interesting so I'll change that
Anyway yeah there's still a lot to do, in particular today I tried an experiment: I put all points on Strength for the whole party. Result, I could kill instantly all enemies with just 1 hit, and NORMAL MELEE (except Joanne of course)
So clearly something needs to be changed. Allowing total freedom to player to design the characters can break the game right now (I think the same would happen if you put all the points in Speed).
Need to think how to solve this. I might even try the miss/hit thing, even if I really don't like it, I can see solving this problem: if you put all in attack and nothing on accuracy you could hit an enemy with 1 strike but maybe fail 7 out of 10 times. Or some other way to limit the attributes, since there will even be items that increase attack.
Or maybe just give 1 attribute on level up for all the difficulty levels (maybe 2 in Easy). Yeah I just tried this now and even putting all on Attack doesn't guarantee automatic victory, so I think will do just that

Of course remove the progressive increase of attribute points needed, so 1 attribute point = 1 attribute increase (and not 2 after 10 and 3 after 20).