New Turn System and other major updates


I’ve uploaded a major update for Mightiest Steel which changes its turn system.

Previously I was using a system where turns were by character but you (and the enemy) could choose who went next, largely inspired by the Star Wars: Edge of the Empire tabletop RPG. I thought it was a neat mechanic, but there were various questions and ambiguities about this mechanic I couldn’t find an adequate answer for.

Now Mightiest Steel uses a traditional initiative system where individual characters go in the order of their Speed. This helps speed up gameplay, where being fast paced is a main design goal. It also opens up the prospect of buffing and debuffing a character’s speed to manipulate the turn order.

On top of that I’ve done some tweaks to make Mightiest Steel playable on more browsers, including mobile.

Next will be some more work on the base mechanics and UI. Following that will be the process of finalizing the skills and stats of all characters, and the design of a more fleshed out campaign.

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