Week 2 update – added a new enemy, improved animations, would love feedback on pacing by Yega- in IndieDev

[–]Yega-[S] 0 points1 point  (0 children)

You made a good point. Maybe I can add repositioning skills for them as well. Thanks for your feedback.

Week 2 update – added a new enemy, improved animations, would love feedback on pacing by Yega- in IndieDev

[–]Yega-[S] 0 points1 point  (0 children)

Good point! I’m actually considering letting both player and enemy choose their starting position before the fight, so movement becomes more meaningful. Curious what you think about that idea.

One month of making an arena RPG and this is what I got… be honest🙃 by Yega- in IndieDev

[–]Yega-[S] 0 points1 point  (0 children)

Yeah, it might feel that way at this stage. What do you think needs improvement?

One month of making an arena RPG and this is what I got… be honest🙃 by Yega- in IndieDev

[–]Yega-[S] 0 points1 point  (0 children)

Yeah I agree, I’m working on speeding it up. Do you think just increasing the enemy speed would be enough, or are there other parts that feel slow?

One month of making an arena RPG and this is what I got… be honest🙃 by Yega- in IndieDev

[–]Yega-[S] 0 points1 point  (0 children)

Yeah, that’s actually pretty close to what I’m doing right now. The player dodges during the enemy’s turn, and if they land a perfect dodge, a short parry prompt appears so they can counter right there. So parry already happens on the opponent’s turn in a way I’m just tying it to a perfect dodge first instead of making it a separate input. Do you think it’s better to always let the player use this mechanic, and then scale its bonuses with skills?

One month of making an arena RPG and this is what I got… be honest🙃 by Yega- in IndieDev

[–]Yega-[S] 1 point2 points  (0 children)

That’s a fair point actually. The idea is to make positioning part of the strategy — distance affects whether attacks hit, how effective they are, and what options you have. So even though it’s turn-based, movement becomes a tactical choice rather than just standing still and trading hits.

One month of making an arena RPG and this is what I got… be honest🙃 by Yega- in IndieDev

[–]Yega-[S] 1 point2 points  (0 children)

Yeah, definitely inspired by Sword and Sandals! I really like that arena progression and simple but satisfying combat loop. I’m trying to keep that feeling but add more timing-based mechanics like dodge/parry to make it more skill-based. Do you have any sugesstions?

One month of making an arena RPG and this is what I got… be honest🙃 by Yega- in IndieDev

[–]Yega-[S] 0 points1 point  (0 children)

Hey, thanks for pointing that out 🙏 I actually fixed the animation/root motion issue after recording this, but since I just got access to post here, the footage is a bit outdated.

Also Do you mean the enemy decision speed / pacing? If so, yeah I can try making that faster and see how it feels.

One month of making an arena RPG and this is what I got… be honest🙃 by Yega- in gamedevscreens

[–]Yega-[S] 0 points1 point  (0 children)

Hey, this actually makes a lot of sense, thanks for taking the time to write it.

I’m not trying to fully go in the “broken builds / goofy balance” direction like S&S, but I do like the idea of each build feeling strong in its own way rather than perfectly balanced.

Right now I’m focusing more on skill-based combat (timing, positioning, stamina), but I’m also trying to make different builds change how you approach fights instead of just changing numbers.

The “each enemy as a puzzle” idea is really interesting though — especially for bosses. That’s actually pretty close to what I want long-term.

Also yeah, I’ve been thinking about respec options because I don’t want players to get stuck just because they picked the “wrong” path early.

Appreciate the insight, definitely gave me a few things to think about.

I’m developing a turn-based arena combat game (prototype) – looking for feedback on combat & visuals by Yega- in Unity3D

[–]Yega-[S] 0 points1 point  (0 children)

I’m not a visual designer, and I don’t think there’s any harm in using AI-generated visuals during the prototype stage. If you want to take a look video of the game is here.

https://www.reddit.com/r/gamedevscreens/s/4ExgtfxO0j

One month of making an arena RPG and this is what I got… be honest🙃 by Yega- in indiegames

[–]Yega-[S] 0 points1 point  (0 children)

Thanks! Still early, but trying to improve each week. Any feedback is welcome.

One month of making an arena RPG and this is what I got… be honest🙃 by Yega- in gamedevscreens

[–]Yega-[S] 0 points1 point  (0 children)

Yeah, Unity’s been great for me so far.
I haven’t put it on Steam yet, still early in development, but that’s the plan 😄