I want your opinion on a mechanic I'm designing: Every attack can inflict multiple damage states (eg, bruising, broken jaw, concussion, etc) but the states are not equal in impact or odds. It's easier to bruise someone than to break their jaw. However, damage states work Elden Ring's defense in reverse: every damage state makes the enemy more vulnerable to the next one. Swing a wrench at their head, you might whiff and bruise their arm instead, but the bruise makes breaking their jaw with that same attack go from 30% to 54%. does this sound fun? damage on enemies snowballs
okay but she kinda hot as a vampire tho
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Should I port doom to rpgmaker