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(+1)

Hi, this is a promising game. But as Hythrain said, its low on content/the content repeats and the deals are meaningless without basebuilding/progression.
The Combat ist cool, but also the perspective makes it not really nice to watch, as all units just agglomerate in one place. I would love for it to have more of a 2.5D perspective, where the units would actually be visible in combat because you had some depth. Gameplay could stay 2D, but for visuals a 2.5D / more isometric plane where they can walk would help.
The events reminded me of Bannersaga, which is cool. Once you have some other progression they will become meaningful and risk/reward will be intriguing. Setting is cool as well.
Keep it up, keep developing.

(+1)

Thank you for your feedback! I really appreciate that you found some positives, even though I understand how early this version is.

The 2.5D idea is very cool, and I’ll still consider the possibility of implementing it, though I’m afraid it might require rewriting too many systems. To be honest, 2.5D isn’t the only solution: units aren’t really supposed to overlap and ā€œstack.ā€ We’ve prepared a set of systems that let units choose targets by strict priority, and the idea is that a regular unit shouldn’t be able to hold back a crowd-others will simply pass by. Only the Demon Knight tank can hold off a large number, but even his strength isn’t limitless (he’s already animated, and I hope to add him in a future update). For now, we’ve disabled priority targeting for stability, since it isn’t fully tuned yet.

By the way, we’re already working on a major update that will include base building and lots of new content. And a cool loot pickup system (I hope, hehe)!

(+1)

Cool, really looking forward to it. I think your solution with spreading the combat out could be even better. The game is very horizontal, so using that space for epic combat is good. It also makes it more tactical where to position which unit.


Keep it up