I was looking at some content about game design, game mechanics, etc., and I was trying to find inspiration for fun mechanics in old turn-based RPGs.
I love the persona and SMT system, fusion of personas, weaknesses. Before I knew about persona, it was already an RPG system that I wanted to achieve, it's very interesting.I really like the press turn system and the one more system from SMT and Persona, it's just really fun getting more actions for exploiting the enemies weaknesses. Also the skill equipment system from Devil Survivor, being able to make my character immune to fire before the fire boss was great, or the synergies from being able to move after each attack and having multiple attacks per turn. I think that system depends on the difficulty being really high though, feeling like you're breaking the game is best when it feels like you need to do it
Too bad that’s the last time that they used that awesome mechanic.FFV job system, it gives so much freedom to make any kind of build and party combination and adds so much replayability to the game
Ain't nothing like making an all ninja party with summoner skills and some buffs and demolishing everything that goes against you
The only problem with this system is that it's very very grindy sometimes...
I love that kind of stuff, equipment and weapon choice should have a bigger impact than just different numbers.games where your Attack command changes on a functional level depending on your equipment (single-target to AoE, or maybe even a sort of Mario & Luigi-style minigame)
there are 7 characters total for your party, but you only have the max amount for half of one chapter, chapter 6 if i remember correctly. i'm replaying the game in brief small parts, so at some point, i can reconfirm that.
- Only 3 out of the 7 (?) characters at a time during a battle, so you had to choose wisely what kind of abilities you would want at your disposal.