Dev Update - 11/7/18



Got some feedback that’s made me rethink how magic abilities are currently handled. Right now, MP is global with all units drawing from the same pool of magic. This was partly story driven in that magic was meant to be something the witches and sorceresses could tap into and use, but it wasn’t part of them: it all belonged to the Sorceress Supreme. That was coupled with an idea of forcing magic users to complete for the limited resources.

But even though it’s internally consistent with the story, I don’t think it’s working for fun gameplay. Especially in the lower levels of the first story chapter where magic was meant to be scarce to heighten the tension. It feels more like an unfair punishment and less of an appropriately increasing challenge. It doesn’t help that the mechanics of how the global MP works is entirely hidden from the player.


An alternative idea (thanks JD!) is to use cool downs. It still provides a limit to magical powers and I think I like how this could be applied to other, non-magic abilities as well. It would help balance out units that have strong abilities so they can’t use them two turns in a row (looking at you Marmot’s Hammer Slam).

I’m going to explore this a bit as it seems relatively straight forward to implement. If it plays well, I'm expecting this to be part of the next release if no game breaking bugs pop up between now and then. Feedback is welcome. Thanks for your support!

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