- They should be handled in a different way from the usual fighting (in this case, there is a phase dedicated to the combos, outside of the normal fight). This will give them their special flavor, and highlight how they are different from the normal fighting process.
- Introduce a "progressive difficulty". The longer (and more powerful) the combo is to be, the more difficult it must be to pull off. The hard step here is to make sure that this difficulty is not too much luck-based, which could be very frustrating.
And today was the first playtest with a real partner. Talking about an opponent at this step would be presumptuous, as this first playthrough was mostly about figuring out which parts of the rules made sense, which concepts were worth keeping, and so on.
The first problem there is with the game today is the symmetry. Indeed, the game regularly (beginning of the game and after each combo phase, mainly) goes into a state were the situation is completely symmetrical. All moves have equal probabilities of success and equal profits, so the choice becomes totally random.
The second issue was the lack of strategical choices. The choice of the next move is indeed influenced only by the previous move, and by what I want to do as a next move. But it stops there. There is no global orientation of the moves (at least in the normal fighting phase - the combo phase is a bit more interesting to this respect).
So the next step will be to make some adjustments. I think I will get rid of the starter moves, and rather offer the player the possibility to pay some extra resources to start a combo following an attack or a throw. This way, she will be more likely to gather the resources needed to fire the combo, and will have an objective.
And in a similar way, the opponent should be able to take resources from you, to incite players to start combos soon after they have the ability too.
So quite a few things to change before the next playtest.
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