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Digimon v pet sprites frontier
Digimon v pet sprites frontier






digimon v pet sprites frontier

They tracked what would’ve happened if they supported with Power boosting and used deadly attacks instead of their special but weak flatten attacks. But I think it could also be because a playtester came across a fast-evolving deck they absolutely couldn’t beat with the requirements and always lacked enough flats to get any KOs before its actual damage would’ve caused the KOs. I had been very worried about the balance of such a mechanic for some time and flip-flopped many times during development. Meaning you can’t go from the opponent having 2 flats and simply hit them with your cross for a win! Oops…įor some reason, at the last minute I made a huge mistake and changed the number of flats required to 3 or 2+damage as was the final rule. So if you have the cross ability at the start of this post, you would deal the damage first then flatten after. Small note: Because I know someone will ask, the flatten happens after damage is dealt. If you ended up giving 3 flattens and have the second attack, now is the time to try and get that final flatten by adding in a support.

digimon v pet sprites frontier

In the end, the perfect solution was to allow both situations. They shouldn’t still guarantee that KO if I have the advantage! But of course, that weakened flatten in so many cases where you happened to start the rhythm of adding flats such that you get second attack on that damage turn. That’s the kind of thing I hate most in games unless the opponent was already at an advantage to start with. Being able to guarantee a 3+Damage flat on second attack meant the opponent was doomed and you could effectively play a support or two and guarantee a win without interacting much. The case of 3+Damage was easy to fix: simply turn off the ability to KO from the damage unless that player attacked first. The 3 flats with damage requirement was slightly too powerful while 4 as a fixed amount was way too slow without a constant supply of support-based flatten. There was one point where I was torn between requiring 3 flattens and a regular damage hit versus 4 flattens and I ended up just including both due to how supports could be used to add more flats. The next step was to tweak that number until it felt right in many many games. It took far too long to 4-hit-KO even when it can pierce evolutions. Originally, the balance was centered around having to obtain 4 instances of flatten. So reducing the opponent’s dimensions one by one until they pop out of existence made a lot of sense. At the time, I already had this mechanic planned but no theming. It seems pretty appropriate to include for any 3D Digimon game that wants to include DOT sprites as with set Bit Depth.

digimon v pet sprites frontier

It reduced their 3D model to a DOT sprite like in the v-pets and caused them to use a weak attack. In Digimon World, you could inflict an LCD status effect on an enemy Digimon called “Flat”.








Digimon v pet sprites frontier