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Not my genre for sure.

Visually it looks like a mishmash of different asset packs but it's not that bad on its own. The bigger problem is that it undermines any sense of world building and atmosphere due to lack of consistency. Interesting ideas are being thrown in with the naming but then all interest goes away because of that. I can imagine that the concept of controlling different enough factions while keeping general cohesion is hard as fuck to do without resorting to generic fantasy.

It seems like a very simplified rts at first, but in turn the pacing can really ramp up when taking over covens one after another while having to manage each previously taken, and my APM is too pathetic. Mission 3 is completely kicking my ass even at slower tempo. The gates are bulky as fuck and can appear literally next to me without me noticing. I guess I'll need to find a Juggernaut coven first to prevent them from sweeping everything.

The tutorial wasn't really needed because mission 1 does a good job. What's missing is some info on buildings - I don't know what they do before I actually place them. Same goes for items, I can't see any information on what they do. This might be extended to units too, not sure.

The fog of war is really ugly as it is - not a deal breaker but because of how it works with obstacles you are forced to look at it in close proximity to the witch king. It's easy to mistake summoning circle unit preview for actual units when you are in a hurry. Normally moving cursor to the edges of the screen moves the camera, but that's not the case when selecting units - this is a bit annoying for large covens. Some prompt texts are too small like invasion gates appearing. I didn't realize through the entire mission 2 that mechs have stances, I just thought the ones with guns out were special unmovable scripted units. Should mechs and dropships be summoned both at once? I don't want to keep producing dropships which then I have to send to death to get back my unit slots. When you have a lot of units selected the unit UI collapses into unit type counts, but the unit icons are all over the place. The launcher window cuts some elements at its default resolution.

The skeleton gimmick is clever, though it's annoying to do because of how aggressive witch king is. Same goes to overtaking covens, I need to constantly execute hold position. The music is great, though I'm not sure it matches at the moment.

tldr skill issues

(4 edits)
Not my genre for sure.

Hey, thanks for playing this deep into it regardless. Appreciate all the feedback.

I hope I can solve most of the UI issues soon, got some ideas for a rework. The rest of the visuals I’m pretty hopeless about.

It seems like a very simplified rts at first, but in turn the pacing can really ramp up when taking over covens one after another while having to manage each previously taken

Thank you, that is what I needed to hear.

The tutorial wasn't really needed because mission 1 does a good job.

Good. The tutorial is much older than the missions, I think I can remove it then.

I don't want to keep producing dropships which then I have to send to death to get back my unit slots.

It only produces both units when the King is standing on that Coven. After two years time I still haven’t found a way to reliable convey this to new players. (There are several indicators, but everyone misses them. Don’t know if you got an idea?)

tldr skill issues

Most players right now will literally get defeated in mission 2, so you’re actually in the top third for sure. I used to get a lot of complaints that the game was too easy/pointless, so I guess it’s good I managed to swing the pendulum the other direction at least. Now to perhaps find a middle ground.

ps. I would be much obliged if you could upload your replays. Just zip the "replays" folder and put it on catbox or wherever? Cheers!

There are several indicators, but everyone misses them. Don’t know if you got an idea?

Oh right, I caught a glimpse of that at my first coven in mission 1 but I didn't make a special note of it because of all the other things getting absorbed at the time. It's still something that player should have control over while trying to keep the witch king safe and i.e. have the UI option to stop producing dropships even if it's at the cost of half the overall unit production, because once they are accidentally produced it's kind of awkward to clean up.

I used to get a lot of complaints that the game was too easy/pointless, so I guess it’s good I managed to swing the pendulum the other direction at least. Now to perhaps find a middle ground.

Maybe the game is inherently hard to balance. Normally the resource economy dictates the tempo, but here dynamics are different with big payoffs from calling dibs on free covens as early as you can. But maybe I'm wrong and simply mission 3 obliterates me too hard. Mission 2 seems impossible to fail because there was no offensive pressure and I could take my time.

Here you go https://files.catbox.moe/8v8prp.zip