Skullforge: The Hunt - Update# 2, Combat
OMC Games has posted the second update for their ARPG Skullforge: The Hunt that talks about the games combat system. Here is a small sample of the update.
Let's talk about combat!
One of the questions someone asked me is, "What is the combat going to be like?" Honestly, it's a little hard to describe, but I want to stress that it won't be like Diablo. The game will be more in line with Kingdoms of Amalur or Soul Blazer. There aren't a ton of enemies on the screen, but each enemy should be a bit dangerous. This means that perhaps a player can handle a few enemies at once, but a whole horde of them will be tough. I really don't want to make a dungeon crawler, there are plenty of them out there already.
The approach I'm making towards combat is that Desi is powerful and that will be easily shown in the power of each attack, the varied number of skills, and the amount of damage she can take. Each attack should feel strong, and there should be plenty of moves to add a bit of depth. At the same time, the game isn't about slaughtering tons of enemies. Combat is important, but ultimately it's just a piece of a whole.
In the trailer, Desi only has one real attack move. This is because I haven't fleshed out the combo system, but eventually certain attacks can be strung together to form more powerful attacks. For example:
Basic attack -> Second attack -> Wind spell -> Wind Rush Skill
Combining these attacks would lead to a nice combo that does good damage. Of course, timing is important and that's where skill comes in. Learning what and how moves can be combined is one of the important aspects of the combat system. With time, I'm sure most players will figure out what works for them. The system is built to be flexible, so I encourage everyone to try things out and share what you've learned once the game is released.
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