needs some chiseling ...
Dear Piggyclock ,
you put some effort into the fluent animation and the solid actionscript, the sounds fit nice and the game concept was easy to get.
but there are some things that my be improved to satisfy the player.
a) Too easy and constant.
No critical hits and misses, i could basically calculate how long i do my thing, i always did constant dmg, the enemy did charging my OD ... finished him.
if you make it constant it's not surprising and repetitive.
Fix that ASAP !
b) No strategical depht.
Although i had the choice between my common physical attack and 2 magical ones, that didn't make a lot of difference.
The fact is that it SHOULD make a difference if i choose another move, capiché ?
here are some things that could be added :
1) A defense-weakening move, dealing minor damage and reducing the enemy's armor for a certain amount of time, allowing me to inflict a lot of pain to the enemy if correctly timed.
2) A "DoT" (Damage over time) move. Be creative ! poison, ignition, parasites i don't care as long as the move is there.
This grants me a solid DMG output even if i act defensive.
3) Grant the enemy a charged move.
A move that is very powerful, smashing me away if i don't watch my back or use
4) A defense move.
like guard, evade, psionic shield, energy barrier etc.
a move that should prevent a certain amount of Dmg OR lower the received dmg for a certain amount of time OR lower the Dmg for the next attack dramatically.
5) A stun/paralysis move.
this always can save someones ass but the price is a lot of mana to pay or/and a long cooldown time.
6) A stats booster .
This boosts the char e.g he deals more physical DMG, has a better chance do do crits, a higher % to evade , more Magical Dmg/resistance etc...
7) a cure.
To remove the DoTs i have received.
and last but not least
8) maybe you could bring in cooldowns so that the whole story is harder to time.
i hope this helps you
greeeeeetz