Feedback from playtestors!


While working towards the Kickstarter release I work further on the game demo and share the demo with play-testors for further feedback. I'm excited to announce I've received a great deal of feedback from a fellow tactics fan!

Updates coming that are completed:

  • Updated language to better emphasize that the game is a one player, narrative driven game with dark lore.
  • Updated Damage formula to Math.max(1, Math.floor(0.5*(3*a.atk - 2*b.def))) to better account for damage variation
  • Removed a bug where damage could be slightly varried from the battle preview.

Needed updates:

  • Update CapMons to better fit art
  • redraw cursor, arrows, state icons (E for not active, X for stunned, A for automatic).
  • A battle log is needed to help keep track of battle
  • Countering enemies attack first if their speed is higher, this is a bit too punishing.
  • Poison needs to be reinstated, I will be working on this bug
  • Stats will be reworked to allow for higher HP pools and more consistent damage between the rarities.
  • Battle Prep stage is being slightly expanded to allow for more choice as to where to put your CapMons.
  • After further thinking, I will be updating both the range and "attack shape" to allow for a more strategic approach to battling. Why can't some CapMons attack in an x pattern? A straight line? The regular 4 directions is boring and it'll make players decide exactly why to play some CapMons over the others
  • States such as drain and blind have been pointed out as either weak or inconsistent, something I will be addressing.

https://www.kickstarter.com/projects/thelastyurisamurai/capsule-monsters-tactics

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