|Controls| Use left and right arrow keys to move the cursor. Press space to select. The player's health is displayed as the green bar and the number on the top left side of the screen, while the enemy's health is the number on the top right side of the screen. |Mechanics| Every sword attack has a random chance to be a critical hit, which multiplies the damage output by 2.5. When a critical hit is landed, a special sound will play, different than the one normally made by the attack, the character hit flashes white and some text will appear on-screen. Dodging is a mechanic I added as a way to balance attacks and add an extra sense of depth to the game. You are not in control of when an attack misses, it is also random, although again, the chances for a miss varies depending on the attack. Mana is a special mechanic that only applies to spells. Whenever a spell is cast, it uses some mana, which is random but within certain parameters. Critical hits restore mana. Whenever a crit is landed, mana is restored by the damage of the original hit (without crit) x 1.5. Mana is seen in the blue bar above the player's healthbar, or as a number in the top left of the screen, right below the player's health. Status Effects were added in the most recent update. These can only be caused by spells. You will know when one has been inflicted because of a special effect that plays out. There are 6 different status effects: -Burns -Severe Burns -Paralysis -Severe Paralysis -Frostbite -Frozen |Attacks| The slash is a basic attack that deals a moderate 10 damage and has a 12.5% crit chance, or 1 in 8. It makes up for these middling stats with the fact that this attack cannot miss, making useful for scenarios where you need to connect an attack. The Gale Thrust (Shortened to Thrust in the menu) is an attack with high risk, high reward. It has a one in three chance to miss completely. However, should it connect, it does 15 damage. Also, it has a very nice 25% chance of critting for an insane 37.5 damage, so it is good if you are on high health and can risk taking a hit or two. The combo might actually be the most broken attack in the game. The way it works is that it can have three hits, but the number of hits you get is random, one, two or three hits. The chances of you getting any of these outcomes are all the same, each has a 1 in 3 chance of occurring. To nerf the attack a bit, I decided to make so that the chances of the attack being a critical hit is low, and that a person with insane luck cannot get three crits in a row. So here's how the combo works: Only the last hit (Or the only hit) of the combo can crit. There is a 1/3 chance to get only one hit from the combo, which own it's own does 8 damage, but has a one in 6 chance to crit. (8 x 2.5 = 20) Actually, this chance is lower than it seems, as for both the 1/3 of a single hit and the 1/6 chance of a crit have to both happen, leaving you with a probability of roughly 5.6%. The two hit variant consists of the first hit (8 damage) and another hit (10 damage) for a combined damage of 18. The 10 damage hit of the combo can crit with a one in ten chance. (Final probability: 3.333333...%) And lastly, the third combo variant has three hits, the third of which deals twelve damage. Combined with the pervious hits (8 + 10 + 12) you get a grand total damage of 30. The crit chance on the final hit here is even lower: 1 in 14. (Final probability: 2.38095238%) Should you land a critical hit, though, it is well worth it; the attack will do 48 damage, or almost half of the enemy's health (or yours!). To balance things out even more, the attack has a 14.285714% (1 in 7) chance to completely miss. And it doesn't matter what variant of the combo you got; once the first hit misses, the rest of the attack is cancelled and your turn ends. With all that said, the combo is mainly used to rack up good damage with a low chance for a fail. |Spells| There are only three spells. Here's how those work. Cura is a spell you can use to heal yourself. It uses 18-22 mana points and heals the player 20-24 health points. You should save your mana for this when in dire situations; you might have to use several before you can continue fighting. Iobolt is a damaging spell. It uses up quite a bit of mana, 25-30 mana points, but it also deals a high 18-22 health points of damage. It also has a 1/4 chance to paralyze your opponent. (Or to severely paralyze.) You should use this if your mana is higher up, or to finish off your opponent. Frostburn is a two-part spell that starts with a flurry of ice with a 1/4 chance to inflict frostbite. (Or to freeze if the enemy already has frostbite.) It ends with a ball of flame that has a 1/4 chance to burn. (Or to severely burn on top of a burn.) Spells cannot miss or fail. |Defend| There is only one option for defending. If this option is selected, your turn ends, but the player will automatically block any attack the enemy tries to use. You won't take any damage at all.
@MintyJoe heavily approved! |Bugs| The enemy and his sword will occasionally desync, usually when using the combo attack. When the enemy dodges a Combo attack, the sword teleports to where the enemy was the farthest from the player. When the player dodges a combo attack, the enemy sword abandons it's owner and goes behind the player. The player's sword randomly disappears or stops moving, or moving incorrectly. The three instances I noticed this were when the player casts Iobolt, where the sword refuses to follow the player's arm after he fires the bolt, when casting Cura, where the sword literally vanishes during the whole time the special effects are active, and on the victory screen, were the sword desyncs from its user (only sometimes). There are other bugs, so if you find them please report them to me. Full Update Log: https://scratch.mit.edu/projects/739269547/ |References| This game was born from a concept that I had in mind, sparked by another Scratcher named @BroxGames. From there, I started this, and made a game which was similar to his, until a Scratch bug deleted my progress. It took me a while to get back on track but once started, I threw in some other elements from other RPGs and Nintendo video games. I also completely reformed the way the game is played. All references include: Pokémon is referenced with a few beta sounds linked to other stuff I have yet to add. The notion of attacks randomly missing, and some attacks having a higher miss rate than others, also comes from Pokémon. The sound effect of the player healing comes from Pokémon Ultra Sun. (The first game in that series I ever played.) Final Fantasy is referenced by the Cura spell, and also the select menu, based on the one from the original Final Fantasy 7. Concepts for stuff in the game, some of which I haven't even incorporated yet, are from Undertale. Dragon Quest inspired a lot of the rng stuff in this game, such as critical hits and spells and the mana for which to use them. Super Smash Bros was probably the biggest part of this game, as without it other references wouldn't exist, because I would not have been exposed to characters such as Cloud and Sephiroth, Hero, and Sora. Directly, every sound of a sword attack hitting or missing that has been incorporated into the game so far comes from Marth's SFX from Super Smash Bros Brawl. The sound that Terrabust makes when it skewers the opponent is the exact same sound made by Ridley's down special in SSBU, just really bad quality. All other sound affects are composites and are made form taking preexisting sound effects, then altering and putting them together in different ways. Examples: The "Ice hit" and "Ice Crit" SFX occur when the player strikes a frozen enemy with their sword. These SFX contain the sound made by the metal bat in TF2. "Ice Crit" also has the sound made by the Slash crit woven into it. The sound made by the frozen status effect every turn is the same sound made by Slash, just sped up and played three times. The sound of ice shattering is the combination of glass shattering and a composite sound that I made. These are only a few examples.