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HuGz

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Posts posted by HuGz

  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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