Fighting Footwork

Fighting Footwork

This game is from ldjam.com, which is currently unavailable.
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overall: 2.83
fun: 2.91
innovation: 3.30
theme: 2.54
graphics: 2.70
humor: 2.50
mood: 2.76

A turn based game focused around choosing the right moves during the right turns.##


If Windows decides to flag the game, click more information and run anyways.

The Attackers goal is to get to the end of the round with at least one attack still usable, the defender wants to exhaust (or disallow) all the attackers moves. The attacker deals damage if they win the round, the defender becomes the attacker if they win the round.

I recommend starting on Medium as the AI will uses move combos on that difficulty so you can get a chance to see what a few of them are. Easy and Hard use an AI that randomly picks moves and Impossible's timer makes it hard to figure out whats going on.

Impossible gameplay #

https://www.youtube.com/watch?v=_efUqrIowOw

Offensive Move Descriptions ##


Strike: Using Strike on your first turn allows you to use Remise's ability on your second turn.

Remise: If Strike was played during the first turn you can use Remise again on the third turn.

Faint: Appears as strike to the defender.

Bind: Forces the defender to use Breeze even if Faint is already exhausted.

Break: If the Attacker loses the round and this is played on the last turn the attacker still deals damage.

Defensive Move Descriptions ##


Parry: Attacker can't use Bind.

Counter: Attacker can't use Strike.

Displace: Attacker can't use Break.

Beat: Attacker can't use Remise.

Breeze: Attacker can't use Faint.

Tip: Look for move combos. Faint, which is exhausted by Breeze, followed by Bind, which forces Breeze, is one example of this.

Quick note, I didn't think to add visibility to what moves your opponent has despite it being a major part of the goal as a defender.
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