A very short video about my WIP Turn-Based Battle Project

(First one broke lel)

  • Adding skills (lifesteal, magic, physical, buffs, debuffs, etc)
  • Adding melee’s so you are not using an airblade.
  • More enemies (using skills too!)

NOTE: There’s a chance that the enemy touching isn’t working.


tbh, this look very epic and it has good future! diferent kinds of monsters, maps, can be made easily, but this is AWESOME!! :smiley:

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Thank you! I’m still working on polishing the system (cuz its a huge spaghetti code). It’s a solo project, so it takes awhile to complete. But I’m very proud how far the project has come!

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It’s definitely a bare-bones showcase at the moment, but with that being said, the idea shows a lot of promise. I see your vision and think this could really flourish into a front-page game given the right circumstances. Although I don’t know your exact final vision for the game, I’ll give you some advice which you can choose to take or leave:

  • Don’t make the progression system too grindy. Many games in this vein tend to opt for a surface level progression system which emphasizes the amount of time you mindlessly play the game rather than what you actually do in it. I would make sure the combat system has a lot of depth (which seems like the direction you’re going anyways) and to prioritize longer, more intricate battles for larger portions of XP rather than easily killing grunts for small sums of XP. Of course, the game is in its early phases so the progression system isn’t completely realized, but it is something you should keep in the back of your mind to accommodate changes and feedback which may assist in the pacing of your game.

  • Make sure the animations and the fighting spaces for the game are interesting and add to the game. You should also aim to make the open-world maps interesting, but when it comes down to it the majority of your gameplay is in the fighting spaces so those areas should be the focus of your development. Especially in a game like this, the animations and decor in these areas can turn a good game into a great game. For the fighting areas, I suggest making a simple layout with lots of detail so you won’t distract the player but will give them something to admire. As for the open-world map, focus on the design, theming, and scale of the map. You can detail it to whatever extent you want, but you should prioritize developing the tone of an area rather than making a plain area extremely detailed. This will add to the character of the game and make more distinct zones. You should also consider the size of the open world in comparison to the movement options of the player. SO many games make you walk an inordinate distance because they made their scale too large and didn’t account for the relatively slow default movement speed. You can make the maps as large as you want, but try to add in movement systems to help the play traverse the world faster. With a combat system as good as this games, you want the player to spend as much time fighting as possible with minor emphasis on getting between the interesting fights.

  • Make the UI more visible and ensure it collaborates with the style of the rest of the game rather than clashes with it. I fully acknowledge that the current UI is just a placeholder, but I found it getting lost in the background of the game a bit. I cannot offer too much advice on this front because I cannot fully identify the style which the game is going for. You just have to make sure that the UI is accessible to new players, doesn’t get lost in the backgrounds of the game, and fits the style of everything else you have created.

  • Make sure the models of the player and the enemies are distinct and elevate the game somehow. Nobody likes fighting boring, generic enemies or staring at this supposedly powerful player when he’s just a bacon hair. I would add in some sort of player customization system similar to that in all the anime fighting games. This ensures the players match the style of the rest of the game, have a character they feel matches their concept of the fighter they are playing, and limits feelings of superiority by players who own more Roblox clothing than other players. Additionally, the enemies need to be unique to the region you find them in and distinctive compared to other enemies in their appearance, attacks, and style the attack in. If you want to give them more character you can also allow them to talk, but ensure the dialogue from the enemies feels individual instead of being from a bank of phrases for all the characters.

With all of this being said, I can’t wait to see where the game goes. You can choose to take or leave any/all of this advice, it’s your game and you should make it how you want to. These are just some suggestions which would make the game stand out among the competition in my eyes. Thanks for your time and if you have any questions feel free to ask me, I’m always down to help. I wish you the best of luck in development and can’t wait to see this game on the front page :wink:.


Hi! Are you able to share how you made this?