Initiative-Based Battle Test

When I played Final Fantasy X years ago, I was taken with its focus on manipulating the turn order during battles. Jockeying to get more turns, and delay the opponent’s, was a great mini-game. Every little victory felt enormous, and was rewarded with the coolest thing possible–more play. Setbacks were punished with similar vigor. The system wasn’t subtle, but the enormous stakes certainly made it engaging!

I’ve long thought that there’s an entire game in that system, just waiting for its time to shine. This prototype (Mac build) is a quick-and-dirty exploration of the concept. There’s a broken strategy right now; can you find it?

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