![]() ![]() While that’s all the time we had for today, we wanted to leave you with a short list of some other key systems and considerations relating to the game’s vision: What else is Sea of Stars bringing to the table? While the battle party has a max of three characters on screen, you’ll be able to switch for any character from the back lane at will and at no cost, it doesn’t even spend a turn! Breaking locks will weaken the upcoming move, while breaking all of them will cancel it altogether.Įach of the six playable characters can dish out damage efficiently in one or two of the types, further supported by their skill/spell kit which offers pattern variations (like AoE or multi-hit). LocksĮnemies that mount spells or special skills will display a bar with locks, each with an icon of a certain damage type. No random encounters means every fight is designed manually to offer a unique pattern of enemies that can be analyzed and optimized by the savvy Solstice Warrior, and other combat features come together into a dance between utility and damage. MP has a very low cap but regenerates when using normal attacks, creating a flow where using magic in a regular fight is expected, while the big heavy hitter spells have to be paced with some normal attacks when fighting a boss. Each of the six playable characters come with a small kit of four spells/skills with differing damage types and patterns, which can be combined with other characters’ moves. ![]() In Sea of Stars combat is purely turn-based without any time bars, avoiding pressure in order to let the player make decisions at their own pace instead. Combat is obviously a big one, so let’s dive a bit deeper. ![]() For our very own turn-based RPG, we started with a few simple guidelines there would be seamless transitions from navigation to combat, no random encounters, and no grinding.
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