Full Circle is a JRPG heavily inspired by classics form the PlayStation 1 era. If you enjoy building your party of adventurers, fighting in turn based battles and exploring a mysterious world all set in a dystopian future, you maybe want to give it a try.
We thought about doing some form of developer devlog before. Twitter is good to show off some nice progress but it doesn't do a good job when you want to go into the details of the porgress. And the TIG Forums are a bit outdated and we're not really sure if they are worth the effort. IndieDB? Yeah. Could work. But on the other hand it has a limited reach as not everybody knows it. So, lets try making use of the Steam system. That will also allow future followers to dig through the content if they want to.
Now, where we have made that introduction, lets talk about finetuning the combat system. That's what what consumed a lot of time recently. We will soon start producing more content in terms of character sprites and level variation. However, it makes sense to finetune certain mechanics before doing that as these mechanics are part of the core game loop. And combat is an important thing in [b]Full Circle[/b].
We have finally implemented the combo system which can be used during combat. And on top of that, we have added some speedlines to certain effects as well. It might be that you have seen the video on Reddit or Twitter before.
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