In no particular order, here is what I am thinking about.
About combos
I am not a big fan of the chaining of moves being based on the speed of these moves. It is very restrictive, and links two things that are not necessarily tied together, thus preventing a mix of moves (like a slow move that could be chained with any other move).
I have thus considered adding some kind of icons to show, for a given move, which moves can be chained into it, and what moves I can follow it up with. As an illustration, just imagine that the attack move has a "fire" icon on the left, and a "water" on the right ; this would mean that it can follow-up any move that has a "fire" on the right, and can be followed by moves that have a "water" on the left. Easy, right?
During the latest playtest, a friend suggested an intersting way to evolve this. In fact, the evolution has two parts:
- First, don't necessarily associate similar symbols together, but rather have two halves or symbols that "match". If the left of one card fits with the right of another, even if they are from different symbols, you can chain them.
- Then, don't limit the chaining to left and right. By building a two-dimensional grid of moves during combos, you can contemplate all kinds of effects (like moves being surrounded by several moves are stronger, or chains that are longer than they are wide are quicker, etc). And I can see it go very nicely with multiplayer fights too.
Following this, the rule of 25% decrease will probably need to be reevaluated
Rock-paper-scissor
The latest playtest had a friend point out that, to him, the outcome seemed too random. Given the circular nature of the rock-paper-scissor relationship, you could spend hours trying to second, third, fourth... guess your opponent, resulting in a random play to stop the inifinite loop :)
I am not personnally convinced of this yet, but I admit he has a point somewhere. You play more according to what your opponent is supposed to do than to accomodate your own strategy. To cope with this, I'll try and weaken this RPS relationship. Meaning that if you lose the exchange you could, under certain conditions, still fire your move.
One point that I need to be careful about is to still keep this RPS relationthip, since this is what allows for "yomi" (read what your opponent will most likely do).
Real-time vs. turn-based
The card version lends itself pretty well at simultaneous play. However, when you are in an online environment, I see turn-based play more as an artificial remnant of board games, and it often ruins the overall experience.
Being a fighting game, I expect this to be even more true for me. So I'll probably go for a real-time fighting, based on timers (fire and cooldown counters) à la MMORPG.