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I love the idea, once you understand that one guard is blocked from being used, from then on you can guesstimate which guard the opponent will be taking. I love the idea, and the dialogue really helps. The game is rather static in visuals, but if there was one thing I'd like to know, is if the enemy is in Attack or Guard mode. Other than that, I like it!

Thats fair, I'm not sure I can implement that without breaking things but I will keep it in mind as I'm going! Thanks for playing :D

idea
 
It feels like a more complex rock paper sisors to me but in rock paper sissors, people have a preferance on what to
use so they would use it more.  maybe if the ai had some random preferances such as you set 9 variables.
4 on attack 4 on defence and 1 on how defencive the ai is. than assiaign each of the variables a percntage 
such as high gets random number from 0-100 than 100(total avalible) minus high.  than same for low but from
0-total avalible. minus that number from total avalible. add that number with high to get low. repeat process
for the other 2. that way the player can try to learn the preferances of the ai. just an idea. 

or maybe a countdown that gets faster the longer the duel goes on.

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At present it is designed more as a puzzle, there is a "More Optimum" way to play, at some point I will be adding some weighting on the opponent's desisions. It isn't nessisary at this time though, your rock paper scissors comparison is correct as the design was partially influenced by me wanting to see how I could add meaningful choice to a rock paper scissors like game :)

--- In this case because the options are weighted differently there is meaningful choice, as opposed to in rock paper scissors the percentage chance of any given move working is exactly equal as it is a perfect triangle :)

So in short I will be adding greater choice to the opposing player but it will be as a result of the current "puzzle like" system as opposed to it having a preference for doing something specific. --- Hopefully this all makes sense :D