Winged Warriors: Possible Balancing Feedback?

wdym randomly spawning spells??? like pulsar/axe slash drop rate?

Maybe like scrolls that can randomly spawn and you can only have one spell from a scroll idk just an idea

I think at least the combat shouldn’t be fully aerial in all cases. The reason is because that makes it a bit too linear. There’s no obstacles or environment to keep track of, there’s just you and the opponent, and the distance in between. When you think about it that way, it kinda makes sense that the game would just be zoners vs close-up fighters, since the only positional advantage that could exist is being at a distance from the opponent where your magic is more optimal

I think in combat there should be some sense of height. It should matter whether your opponent is above or below you. Attacks that are heavier than air, like earth, water, fauna, flora etc could accelerate downwards, while attacks that are lighter than air, like fire could accelerate upwards, and some magics like lightning and wind would remain the same. Then you could add some interesting interactions with the ground like, for example, you could make fauna projectiles stick to the opponent and drag them along its path for a few seconds or until they use retaliate or something like that. Then, since they accelerate downwards, when the projectiles collide with the ground, if the opponent is still attached, they could do extra damage depending on how fast they were moving at the ground, or if not, forcing the opponent onto the ground could still be advantageous, because it would restrict their movement, and could make it easier to close the distance on them. I also think different types of magics should have different kinds of spells. Like, for example, solid magics could have a spell to create a dome or wall when on the ground, for defense or even trapping the opponent

that’s just (a) shield

i could try that

Idea for a spell learned in a scroll

Stomp

Stomp the ground with magic sending enemies upwards (Blockable)

I mean like a physical structure that lingers

i could add lingering stuff

nah please don’t the combat would become the most cringe shit

cringe shit? wdym?

how’re you supposed to hit people with an projectile like that :skull:

so should i make the projectiles bigger/slow everyone down

i mean, i feel like its the concept thats an issue. If you’re going to have something speedy that zips around at light speed, you’d have to change the combat system, or something like a lock-on system like DB games on roblox do, cause projectile moves would genuinely be useless.

something like semi aimbot?

yeah… but this is the main reason i made the game so i’m never changing it. im thinking about the combat system to look something like a dbz/epic anime fight where everyone flies

I don’t think flying is an issue. The issue would be fighting in the open air where there’s nothing around. That kind of environment isn’t interesting

would my idea (give player the ability to summon lingering parts in the air) be a good idea

i have no idea how to fix this unless… SKY ISLANDS?

I mean, if you’re gonna make people able to spawn lingering parts in the air, then it could make sense for sky islands to exist

if i had to think of lore reasons, maybe there’s an entity that’s constantly using their magic to lift the sky islands

minor update:

  • fixed beam (i can remove the barriers now yay)
  • added a secret room (the room has 16 chairs)
  • added coordinates (you can see them now)
Should I early-release elements?
  • Yes
  • No

0 voters









(also that staff is a dev spec and it instakills everyone except me)

dont be like vetex. If you’ve created a complete feature that doesn’t require anything else to be added in order for it to work, then you don’t need to delay it