• Register

Words for Evil is a fast paced word game combined with a fantasy RPG. It features everything you expect from an RPG, including combat, hero progression, loot and more, all built on top of classic wordgame mechanics.

Post news Report RSS Real Time vs Turn Based

This week I started implementing an option Turn Based mode... but is it a good idea?

Posted by on

Hey Everyone!

I wanted to quickly talk about TurnBased vs RealTime mode, which I started implementing this week. From the start, I designed the game with the idea that it would take place in real time. I like this about it, because it feels a bit more exciting than other similar games, and as I've said before, it gives it a bit of a typing-game feeling.

The downside to this is that you rarely see whats going on up top during a battle. Along with being a bit challenging for newer players, I decide that having an optional turn-based mode might not be a bad idea. I looked into it this week, and while it does work, it's not great.

First, a lot of the skills and buffs for the Heroes only make sense in real time. A great example is a hero who sleeps an enemy, meaning they wont attack until they wake up by being hit. This works great in real time, since it gives you a large amount of time to find a really good word. In turn based mode, obviously, it breaks. Other things like stuns and slows break too, or become a bit overpowered (it becomes very easy to stun lock an enemy).

In most cases, I was able to find suitable work arounds for these problems. Slows in turn based mode, for example, increased the chance a monster would miss his turn. For the example above, I replaced the sleep effect with a weaken for X turns. I wasn't thrilled with the idea of skills being different depending on what mode you were in, but I assumed people would just choose one or the other, at which point its not a huge deal. But even then, it felt off.

A lot of what makes this game feel unique got lost as soon as I started playing in turn-based mode. Especially in the early stages when you only had access to your basic attack, you could always find a word using a skill tile, and so it felt like a boring back and forth. You couldn't avoid taking damage, or defeat the monster any faster, and it lost all intensity.

For that reason, last night I decided to scrap the idea. A bit of time and effort wasted, but I'm glad I got to try it out, because up until I played it I would have thought it was a great idea Smiley

The Ruins
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: