Succubus and the Sword Combat Study

 Succubus

For the combat you have not much in terms of depth but actual gameplay synergy between tools; you have your ability to charm humanoid monsters as a tool and you have ranged combat tools but also a close up melee tool.

Your melee is far less effective but no mana cost. Meanwhile your useful ranged tools cost mana.

If she was a fighting game archetype I'd say she plays like Ryu, an all around character.

Boss fights

Boss fights after the 1st one, are way too long. Way too tedious, and have few ways of actually beating the boss fight because of how tanky the boss is. None of your items genuinely come into play outside of the sword, and fireball.

Even then you'll run out of fireballs before defeating them forcing you to still mostly use the sword.

I hadn't fought the last boss but from what I saw online at least; similar problems exist and even worse for the later on boss fights.

Enemies

Enemies are simple in this; up close attacks, and ranged attacks. They have very few ways of fighting and mostly comes down to, "next enemy type has more HP and is recolored" which is boring considering the game clearly has interesting ideas to do with the boss fights.

Most of the progression on your gear ends up just being the same experience for how it feels to use once you reach the next area with your upgraded gear. Unless you're actively going out of your way to level your gear beyond the area requirements you don't have any meaningful ways of dealing the game's tempo.

Overall?

So this game is very flawed; I'd wish the developers had pushed it's design in a better direction and make combat well interesting because clearly they can make something interesting but tend to dig deeper into the issues with the design of the game sadly.

If the game fixed it's combat and made the bosses less tanky or made a ramp up towards such bulkiness for the fights it'd be fine honestly.

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