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Currently there are around 100 skills and 100 equipments in Kemo Coliseum! *phew* I hope that's enough. Looking forward to all the combos that you all will come up with!

Since Kemo Coliseum is a puzzle RPG game, I don't want to follow the typical design of how a skill can be replaced by a stronger version of the same skill (like fire, fira, firaga or agi, agilao and agidyne).

I personally want each skill to have its own role. This makes it more challenging to design, and I'm sure that it will need more testing and tweaking. Assigning a theme to each element really helps when it comes to designing skills though.

In any case, I have also changed the formula for skill's damage. Now it will be based on your gem value. For example, Ice Bolt deals damage equal to 650% of your orange gem value ( equals to matching 6 and a half orange gems).

I imagine thinking about a skill's damage in term of "how many gems do I need to erase?" is easier to see how strong the skill is. This way your skill will grow stronger as you level up too.


- Punipen

Comments

Richard

That's awesome. It does make it a little easier to gauge damage if you think about it those terms, I am curious though how crit damage is calculated, is it a flat value or is it a percentage that increases with the number of gems involved? Also does each character have their own elemental affinity, i.e. Volga-Ice, Aoba-Wind or do some share the same element? In any case, with so many skills and equipment's plus the different armor bonuses and enchantments there are going to be a ton of different combinations to try out, it's going to be a blast finding what works best for individual playstyles.

Gystes

God, no wonder you've been having such a hard time getting the next chapter out. Honestly I feel like you've gone overboard. It'll be fun to tinker with at the very least. Basing damage off gem value sounds kind of unbalanced, but I won't know till I experiment. Hope we'll see your stunning creation soon.

kemocoliseum

I should make it clear that not all 100 will be available in ch.2 but yeah I need to plan the whole game skills first before deciding which will be available in which chapter. I thought basing damage on gem value night be unbalanced too, which was why I went with minimum damage + parameter x multiplier at first. But it's hard to imagine how the skill will do in the long run. I'll play test more and see if I like the new formula more.

kemocoliseum

The critical multiplier is 1.5 * match effect Match effect is calculated from gem value * number of gems in the match * cascade penalty Cascade penalty is there to prevent too much advantage when erasing many matches in one cascade. To take the most out of a critical damage, you want it to be the first match of your cascade. Each character has an element that they are good at naturally, but this won't affect how they receive damage, only the skills they learn through level up. Currently the element of each hero is Volga - Ice Cyrus - Thunder Tharsix - Earth - Punipen

Arey

Hello. I Don't want to sound ungrateful or impatient or anything, I'm just curious when is the next update going to be released? It's been a while.

kemocoliseum

You can check our roadmap here <a href="http://kemocoloreport.tumblr.com/private/156574093394/tumblr_okl46cSq471u4loue" rel="nofollow noopener" target="_blank">http://kemocoloreport.tumblr.com/private/156574093394/tumblr_okl46cSq471u4loue</a> A new build will be released around the end of the month. - Punipen

Arey

Thank you for the information and the link! It's good to hear, I can't wait :)