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originally posted in: Game concept - Crystal Cross
4/12/2022 3:38:42 PM
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I really like the magic system and how it’s combinations have been fleshed out! I am a little curious though if it’s meant to be so focused on spells. Blasting everything with lightning and bein an awesome wizard sounds great, and then you’re back to punching people like a tree in minecraft for soul-mana. Miiight make a not so great gameplay loop, although I ain’t no game designer [i]Bumple[/i]
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  • After getting a basic build made in Oroject Spark, I can say at least that I personally kinda liked slipping a melee attack in there between my spells. Was also quite nice for smacking enemies away to give me some space. Can’t speak for everyone, but I [i]think[/i] it works. Probably. Wish I could get some playtesters for their input, but alas, Project Spark servers are gone. :(

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  • Edited by The First Aifos: 4/12/2022 4:01:08 PM
    I actually had all the basic elements’ debuffs & stat affiliations made, too. I just didn’t want to risk running out of room. Fire - DoT burn / Attack (maybe Speed) Lightning - Stun / Mana regen Soul - Life Leech / Health regen Ice - Frostbite / Defense Frostbite would work by putting a Frostbite Counter on enemies every hit, and once they had a certain amoumt (that’d change by enemy) they’d take a big chunk of damage. You bring up a good point about the mana regen. For what it’s worth, a single melee hit would fill a big chunk of mana, so you wouldn’t need to be in melee combat long. Melee combat is also the primary means of applying status debuffs, so it’s something you want to weave in between your spells anyway. That said, it could definitely kill the vibe of being a cool wizard. Especially since the targeting ring thing is actually pretty easy to miss with, until you get used to it. Could turn a lot of players off.

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