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HuGz

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  1. Hi, I've been playing the alpha6 for about 2 weeks+. It has a very nice game system, especially the puzzles and the art sketches. Attack rituals are interesting as a player can customize it differently based on perceived strengths / weakness of their target opponents. But when you are attacked, there are not as many options as the defensive rituals kicked in on a last-in first-out basis. The combat might be more interesting if the defensive rituals can have options to be activated - based on certain attributes of the attacker. For example, I like to be able to configure: Defensive Ritual A - Activate when attacker's total vitality is > 6000 Defensive Ritual B - Activate when attacker's total number of attacking creatures is <3 Defensive Ritual C - Activate when attacker's name matches "Spammer" Default Ritual - Activate when there are no matches (the random ritual that the game currently uses). These configurable trigger attributes can be opened up one-by-one as reward for players who have completed certain puzzles / stages in the game.
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