Guy fights an endless supply of Guybots in the eternal quest for slightly more power! - Press Left Arrow for a basic strike to damage the enemy - Press Right Arrow for a magical blast to damage the enemy a lot regardless of their defences (costs MP) - Press Up Arrow to use healing magic to restore your HP (costs many MP) - Press Down Arrow to guard and reduce damage taken that turn (and restore a little MP) ------------------------------------------------------------------------- When Guy earns enough EXP from defeating foes, his Level increases and you can choose an attribute to improve, making Guy more powerful: HP: Maximum stamina. When someone runs out of it, they lose the battle. MP: Maximum magic energy. When someone runs out of it, they can't use magic anymore. Offence: Physical strength. Stronger fighters deal more damage with basic strikes (but not magic blasts) Defence: Physical toughness. Tougher fighters take less damage from basic strikes (but not magic blasts) Weapon: The power of a fighter's weapon. Determines effectiveness of all abilities. Automatically raises every 4 Levels starting at Level 5. (also you can press Space to skip the current battle in case there's a stalemate) ------------------------------------------------------------------------- [Technical info] - EXP gained from enemy = enemy's Level - EXP required for level up = square of next level - Basic attack damage = [Offence + Weapon] - [eDefence] - Magic attack damage: [Weapon x 3] costs [Weapon x 1] to use - Healing power: restore [Weapon x 6] HP, costs [Weapon x 2 to use] - Guard power: damage taken reduced by half, rounded down. - Guard MP recovery: recover [Max MP x0.05, rounded down] MP - Miss: 10% chance of no damage dealt - Critical Hit: 10% chance of [Weapon x 2] added to damage
20/3/19 - Shared. I spent a while polishing this one so there probably won't be any updates. 28/3/19 - Added the Guard command, command instructions now display during your turn (ok i guess there are gonna be updates then) 4/6/19 - Guard's effectiveness used to be relative to weapon power but now it just halves any damage taken, making it a lot easier to understand and less broken for the higher leveled. 30/7/19 - MP recovery from Guard reduced and now relative to Max MP rather than Weapon (50% of weapon stat -> 5% of max mp). Swapped natural HP and MP growth and manual growth is now +8 instead of +6. also, happy Hero day. 3/8/19 - regular attacks now have a chance to be misses or critical hits