

For a rock paper scissors mechanic to be of any use, you’d have to be allowed to attack to acknowledge enemy strengths and weaknesses. What does that mean? More flavor text, probably. Nevermind.ĭid you know that there is an element system in Deltarune? Characters have element types. You could buy items to offset that, buy armor that nullifies that effect, and weapons that deal it out, oh wait, violence bad. You could add much more complexity if enemies could debuff you in a variety of ways. Status debuffs and buffs are everything in a turn-based game. Stripped down, every enemy just deals damage. Ya, know, a particular video game about the millennium bug has that same problem. The enemy attacks are just basic auto attacks and typically only deal damage with nothing else. But uh, for all the flashiness and fun of the enemy attacks.
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You’d have to be less judgemental and absolute in that area so that the player isn’t funneled into just spamming auto-attacks and one spell or just spamming actions and spares and heals for people who don’t know how to dodge.Īlso, and I hate to be that guy. Complexity with these mechanics might interfere with the overall message in Deltarune, where violence is discouraged, and brutal mayhem just makes the fights easier in a different, more vilifying way. You can’t fix this either because it’s baked into the game. There is also some TP restore, which is useless mainly because TP demand is nearly nonexistent. Consumables are almost entirely HP restores (and easy to acquire so you won’t have to buy those either) of various amounts corresponding to the character’s personality, effectively making them consumable flavor text.

Instead of having an entire tool kit of different items, weapons, armors, and abilities that significantly leverage your advantage in a fight (along with a leveling system that decides how tough or easy an encounter can be), Toby expects the player to do actions instead which creates all the fun moments in these fights and is mandatory for positive outcomes but also negates the need to ever buy weapons and armor. The problem is the conflict with his meta-narrative. Toby Fox actually cares about the combat sequences beyond drawing a couple sprites. This is typically where the weaknesses of these games rear their ugly head. When I look at a really funny, charismatic, and visually stunning RPG, I focus on how much effort went into the actual combat sequences. You’re supposed to take your time and look at your options and either research the opponents’ strengths and weaknesses or initiate a strategy that requires you to manage risk to pull off. Still, I see it (which is the correct way of seeing it) to treat encounters in a turn-based game like a board game. I know people like Yathzee find turn-based games very dull and unrealistic because it creates an immersion-breaking scenario where people take turns to wail at each other. I guess button mash games don’t require that either so I really like turn-based combat and hate anything that requires timing and precision outside of button mash games. Now I know what you’re thinking “you don’t like the bullet-hell turn-based encounters with all the funny animation, interactions, and dialog?” I just have one big problem with Deltarune, and it’s that Deltarune has a very mediocre gameplay mechanic. The characters in the dark world (or light world characters who visit the Dark world) are fun. The outstanding works are still good (although Kris is starting to stand out as not having enough sprites and is starting to overuse his “sitting” sprite.), and the characters are fun. I could spend all day talking about the various elements of Deltarune that are actually interesting and fun.
