pahldus wrote:
I love both Puzzle Quest and its combat mechanic, but the story was a little weak. With one of your story ideas and the great writers and artists you have I think this game would be the bomb. Admittedly, what I liked best about the game was the combat mechanic. However I understand if you want to go with a mechanic that is more familiar or you feel would fit better with your game. I love all the games that you have developed that I have purchased, so I trust that it would be a solid game and great story.
Hehe the story of Puzzle Quest ... I don't even remember it, so that's not a good sign!

The battle was really fun though.
I wouldn't go with a match3 mechanic, since I think would be a bit too similar and honestly wouldn't probably be really easy to do in Ren'py (though possible).
Jaeger wrote:You could also have companions serving as support role (healing, crafting, spotting treasure, etc.) instead of participating in combat. It all depends on the context of the game's design and setting.
Yes exactly, that's another good example. Companions that give you bonus while fighting, or outside combat by crafting stuff for you to use
Jaeger wrote:I'm a little wary if you are going to reuse the Loren combat system. With only a single character, I have a feeling it will severely limit your options in the game, and not in a good way.
No I wouldn't use that system, would be a bit overkill for this game idea! (too complex to make something so simple and/or different).
I remember playing a game long time ago, was a flash game, semi-realtime. I know most people here don't like the real-time stuff, but that one wasn't really "frantic", it had skills timeouts, and you had all the time to think. But done that way you could have a more fluid combat, no need to click every time you wanted to do just a normal attack, etc. Hard to explain, but I think with my game idea, this could work. I will make some tests before committing to a system anyway
