|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 left side of the screen, while the enemy's health is the number on the 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. |Attacks| The slash is a basic attack that deals a moderate 10 damage and has a 12.5% crit chance, or one 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, the most damage by any single hit in this game. 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 one in three 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 t 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: almost half of the enemy's health (or yours!). To balance things out even more, the attack has a 14.285714% (One in Seven) 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.
bugs --------------------------------------------------------------------- fight doesn't stop until enemy is dead sword bugs and doesn't sync combo dodge cause sword to teleport and so much more!