Match 3 Combat System
We knew that match-3 games were popular, with the most famous being Candy Crush Saga. As we knew we wanted to make a mobile RPG, we also knew that some combat had to be involved. We didn’t want anything to be too taxing on the player’s time as mobile games are usually played for short periods of time, for example on commutes, lunch breaks and any other short amounts of free time. Because of this, we decided that our combat system would be based upon match-3 gameplay.
From our market research, we already knew that there were other games out there which had this same idea, so we wanted to do something a little different. Because of this, we made the decision that matches would be the way that the player generates mana. Currently this is set up as follows:
We are looking to change these numbers in the future if needed for balancing, but for a first prototype these numbers worked well. The mana would then be spent when casting feats at the bottom of the screen, and these feats will cause damage to the enemy targets. We are pretty proud of our prototype and are happy that the idea we had set in our minds was viable and worked well.
Enemy attacks are currently set up on a timer, when that timer runs out they attack. In the future we want to implement special attacks which have a percentage chance of being activated.
We hope you enjoyed our first devlog, even though it was a short one! In the next one we’ll be discussing our game design methodologies and what we are doing to flesh out the idea of Rise Of The Jemhaji.