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Minimalist Kaizo Emblem 1 Hour Challenge 

Jason Godwyn
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Backed up my game, reinstalled the engine, recreated my edits to the Dual Strike code and screen size, added some global enemy-only skills, rewrote and enhanced enemy AI, buffed enemy stats, changed the class growths, made some sprite edits for many characters, ran out of time, and this is what I've got. All stats are gone except LIFE AND DEATH: Life Points, ANti-Damage, and DEATH aka the damage you deal. Speed is irrelevant because the enemies always double you. Enemy AI is enhanced, enemies will now prioritize better matchups and player units without a Dual Strike partner while also prioritizing maximum damage, and instead of always using their post-combat Canter movement to flee, enemies can recognize opportunities for Dual Strikes and move to intentionally set those up. Enemies will also consider not destroying themselves in combat if they detect all their attack options would do that, unless they deem the negative status effects or post-combat skill damage worth it, preferring to move to better targets or set up Dual Strikes to safely allow allies to apply those effects and inflict damage. I wanted to see how much work I could get done in one hour, and, bland-ass debug room aside, I ended up with a complete game's worth of AI-generated maps and enemy placements and basic objectives. In retrospect exclusively using AI to produce unit sprites would have saved a ton of time. It'd need more playtesting and an actual story and more original characters before I'd release it, but it would be cool to see how balanced and playable this experiment in experimental minimalist swift game design ends up being.

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26 авг 2024

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