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(+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 “stack.” 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