Battle System Additions


This iteration of Magnetic Bonds contains major changes to how battles are played out. If you are carrying over data from a previous version, you will not see tutorials for these new mechanics. To help returning players ease in, I will outline the changes below.


Every enemy now has a Guard, which is located left of their timer. Guard Points start at any non-zero number depending on the enemy. Below the timer and Guard Points are an enemy’s Weaknesses. 

Enemies will naturally resist most attacks while their Guard is up. To break their Guard, Weaknesses must be exploited. By attacking an enemy with an attack that is of an element they are weak to, their Guard Points will decrease. When their Guard Points hit zero, they become Dizzy for an amount of time. While Dizzy, their next turn will be skipped and they take increased damage from attacks.

Some enemies are capable of making their Guard immune to basic attacks, recovering from Dizzy early when a certain amount of damage is taken, or becoming invincible for a period of time. 

To help break down enemy guards, the player now has access to Boosts. Boosts are located in the top right corner and fill up over time. The amount of Boosts you can store at once changes depending on the Polarity value. Boosts can be added or removed from an attack when targeting by pressing E/R. Powered-up basic attacks will hit multiple times while powered-up skills will inflict greater damage. 

The new mechanics make battles more involved and interactive, so I hope you enjoy them!

Files

Magnetic Bonds Version 3.0 WINDOWS.zip 541 MB
Oct 04, 2022
Magnetic Bonds Version 3.0 LINUX.zip 540 MB
Oct 04, 2022
Magnetic Bonds Version 3.0 MAC.app.zip 550 MB
Oct 04, 2022

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