The first thing I need to say is that I *Loved* the little drawings of Magic Girl and The Goon. Something about them just made me smile. Such a fun way to do easy but impactful art in a presentation.
Then the first thing I will say is thanks!
I feel like I get what you are going for with this combat system, but I disliked how the fight scene was broken up by those slides of text. To improve your presentation, I would avoid the jarring visual of popping from the combat picture to just full screen text and back again.
I wanted to do something like : exemple then explaination. But it's trye that it is breaking the "flow" of the presentation. So I made a second version, with some corrections. (spelling, better flow, more explaination and better drawing ^^)
Personally, I'm not sold on the word "Job" as a descriptor. To most native English speakers, the word job is often used to denote a task or profession. It seems from this cursory introduction that you are using it to almost describe an equipment loadout.
Changed to Costume (to keep the magical stuff going )
I'm a little unsure about the Combos and I got distracted with you said "OnFire is triggered" and I was all "Are we talking scripting now?" becasue it looked like C#.
Ah, Unity stuff. I also changed the name of the combo.
The combo mechanism is rather simple. A character may learn combo spells. These spells will be automaticaly casted if the right conditions are met. For example, in my presentation the combo True Fire is triggered if three medium type spells are casted. Once casted, the combo spell will behave like any other spell. In this case he will add a spell reduction cost bonus.
I need more info on the mechanics of this:
Low stance < Medium stance < High stance < Low stance
This is one of the base mechanism of the gameplay, and nearly everything use this mechanic. It's like rock, paper, scissors, or the elements in Pokemon. Except it is apply to spells, guardes, enemy. A spell will be more effective against a guarde (more likely to break the guarde) and an enemy (deal more damage)
That's why you have to pay attention to the type of your enemy, his guarde and spells in order to chose the best spells and guarde to counter him.
I would like to see more information on the opposed test formula you are using
Character have three stats : Attack, Defense an Damage.
Spell have two stats : Attack and Damage
Guarde have one stats : Defense
If the enemy has a guarde up, there is an opposing test to know if the spell break the guarde or not. I do a simple comparison :
Is (Character's Attack + Spell's Attack) superior to (Defender's Defense + Guarde's Defense) ?
If yes then, the defender's guarde break.
I wanted to stay as simple as possible. At least from now.
And here is the link to the presentation v2