Advent Breakout Combat Demo
Vertical slice of the combat system for a Hololive Advent turn based RPG currently in development.
This is a very early prototype that I'm putting out to get feedback on, since I'm concerned about how the combat feels moment to moment as a player. Feel free to leave feedback here in the comments or reach out to me on social media.
Most of the assets in this demo are temporary, and will be refined as the project continues development, and there may be some elements that are rough around the edges. Please let me know about anything that may seem off, out of place, or needs further refinement so I can take it into consideration when continuing to work.
Producing content relating to this demo or upcoming game, including videos or streaming, is permitted and encouraged (though bear in mind this version of the game is very bare bones, and is planned to be iterated on).
No set release date on this project just yet, as there are a lot of moving parts, and this is the largest scale project I've put together, especially with only a couple of hands. If everything works perfectly, I'd like to get this out by the end of the year, but that might be a bit of a stretch. Keep an eye out for updates on my socials to stay in the loop, if the project seems interesting.
This project is a fan work that abides by Hololive's Derivative Works Guidelines: https://hololivepro.com/en/terms/
All talents and mascots featured, and the cover image for the page, belong to COVER Corp, and any content in this game doesn't reflect the views of talents or associated individuals in any way.
Cover image source: https://hololive.hololivepro.com/en/news/20230726-01-37/
Published | 1 day ago |
Status | In development |
Platforms | HTML5, Windows |
Author | Nyt3Bl4d3 |
Genre | Role Playing |
Made with | Godot |
Tags | 2D, hololive, Pixel Art, Story Rich, Turn-Based Combat |
Download
Install instructions
Download zip file, extract the files, open the created folder and run the application.
Development log
- [BUG FIX] Buff Fixes, Number Tweaks20 hours ago
Comments
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I tried out your game demo and it is pretty good with the basic RPG elements there. I have some things to note from playing through the demo. Apologies ahead for the amount of text here but wanted to be thorough on the feedback.
I like the analyze option though it would be convenient if it moved similar to targeting as at the moment, it moves based on the turn order from bottom to top regardless if you press W or S key. I do not know if the analyze option is part of the game or for demo use, but if it is just for demo use, you could ignore that.
For the character skills, it would be nice to see the PP (power point cost) on the skill description when hovering over it (though you can look at the skill PP cost in the party in the menu).
Since the game goes by turn order based on speed stat, it would be helpful to include a number or letter on duplicate enemies (like two Rosarians would be Rosarian A and Rosarian B). It won't matter too much if they have the same speed stat but if aiming for like a variance in stat of + or -1 on them or sort of aiming down a particular duplicate enemy, this could be good there.
There are two bugs that I found when playing around (which is after patch fix). The first one is the item inventory which when you use an item, it never goes down in total for that particular item. For example, the Bathtub Pizza only has one (which I picked up once and disappears), but when used, it still has one pizza. I kinda of overused the Bathtub Pizza, but it applies to other items also so probably a number issue? (Also, I do like the small descriptions on the items but it cut offs at the bottom of the inventory so couldn't read one of them).
The other bug has to do with the Rosarian (and Gremurin after seeing the patch fix on buff moves and trying it on them). When you enrage them (which I used Fuwawa's Prod), the game gets stuck without loading the text box at all on the start of their turn. I think it could be due to locking the moves to attacking moves when enraged but they only have one move which is a buff move, so perhaps this could be solved through a sort of replacement move.
Anyway, good luck on your game, Nyt3Bl4d3!
I’ll never complain about being too thorough, would rather have too much to consider adjusting than too little.
For whatever reason, skill cost wasn’t something I considered displaying, not sure why it slipped my mind, but I’ll see if I can work out a way to show cost without too much clutter.
I don’t think appending some numbers to the enemy names should be too bad, but I definitely want to refine more aspects of turn display as development continues.
I’ll do some digging on the enrage mechanics, every enemy should be able to perform a basic attack like the party members, but I might have made a mistake in the enrage check for the enemy AI and it’s not going through. Probably forgot a signal call for the items as well.
Thanks for the feedback and the best wishes on development!
Very good start, as far as I'm concerned as a base for a combat system it works. For the party I've noticed that Collab Moves recharges really really fast, instead I've never been able to use Rebellion Mode because even without using Skills the combat ends before I can fill the bar. Of course, this is only a playable concept so it's okay, like the fact that for now EXP, Level Up and Items are superfluous since there is no progression yet. The only real problem with the current build is that when enemies use a buff the game doesn't advance to the next turn. Anyway, I'm curious to see how the project progresses visually and if there will be a story.
Thanks for letting me know, I had to rework some of the combat system recently so I probably missed it. I’ll take a look and get a fix worked out (and probably tweak some numbers to use rebellion mode, it’s not going to be available in every fight in the release, but I still want to make it available for use in this demo).