CulturedUrbanite VideoGame Selects.

fuck off

1 Like

its a joke. Just pulling your leg.

battle should be combo/spellbook based.

"items" that are equipped should effect the tiles that are dropped, i.e. prioritize certain colors, require a certain color tile to be dropped every n'th time, etc.

1 Like

maybe defeating certain enemies adds the a potential for a specific dungeon wing to enter the dungeon wing

I think this sounds great and will implement a spell system that works that way. My first idea of this was implementing mana crystals or something and the more you match the stronger spells you can use, but multiple colors to mix and match works too.

morgue files a la DCSS and you have "x-rune run" for the specific wings you clear.

1 Like

Now we're on the same page. Right now it is like that: You go to either the lair or the mine and get "Runes" (powers) from there and it shows at the end of the game.

I really think just making a chain of 4x then hitting a 3x blue to cast Ozubus blizzard or whatever is more interesting than mana. It's like a ■■■■■■ fighting game.

1 Like

Yeah I agree

A slight concern is if most board states will just end up in a situation where you can only just match 3x Blue Tiny Ice pellets and not being able to set up big chains due to board complexity, but when you think about it: That's just exactly what we have now except that you're not rewarded for bigger chains.

In fact you can just make bigger sword combos cast sword spells: For example, an item in the game demo currently deals double damage if you get a 5x or higher match.
This is nowhere near as complex as 3x then a 4x, but it's something.

I don't even necessarily think the "chain" requirement in terms of the iteration algorithm runs Nx amount of times is necessary.

You just have to have 3x Red 3x Red be popped off in order; it can be over multiple turns. Make the chain be a crit multiplier or something.

You mean like Yahtzee?

No I mean like you make a swap and it only removes 3x Red. You make a swap and it removes another 3x Red. You cast fireball.

You make a swap and destroy 3x Red, it falls, then destroys a 3x blue. You have nothing in your spellbook that is 3x Red, 3x Blue, the spell fizzles. You are now starting with 3x Blue.

1 Like

Each spell has some affinities, think pokemon damage effectiveness. Each enemy has affinities/weakeness, wahtever.

1 Like

I am trying to remove ■■■■■■ UI clutter out of your game.

1 Like

Your spellbook is just a line at the bottom that shows you what spells you can cast with what you're already at:

3x Red -> FIreball 3x Red, Pyroblast 3x Red -> 3x Red. It's just tab completion.

That's very important. I want to remove it all too, it was just rushed in squares with generic text in them.

The enemy could be doing the same thing aswell; I have no idea. The enemy could be trying to produce their own combos (either by utilizing your swaps for their spellbook, breaking their "aligned gems" in the same method you have doing now, or doing their own swaps), or they could just be beating on you doing 3 damage a turn to put some inevititability on the battle ending.