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(+1)

I appreciate what you've done (it's impressive for a short one week thing!) and enjoyed using the bushes strategically, but personally I'm concerned about the shared action pool. I pretty much just had my rapier girl (with a mainly Defense-oriented build) solo stages, occasionally being given +temp HP if there was nothing in sword range. (I played like ~10 stages, stopping when it seemed like I had done the same stage about four times.)

I've played several TRPGs, and in my opinion, a unit that can give another one an additional turn is always a very powerful ability. Now that's essentially the default action any unit can take here. And if we were to compare to Chess, if each player could make two moves in a row, I think moving the same piece twice (especially the Queen) will very often make more sense than moving two different pieces, or at least after the first couple opening turns. 

Maybe I could be wrong and it's possible that something else made the game feel easy to me (like possibly the rapier girl or defense being OP, or possibly just me having experience in strategy games), or maybe things will change once each character has more abilities, but yeah, I'm concerned that the best way to play might to be to put all your eggs in one basket. 

Still, I like what you're going for!

Wow that was a great rationale about the game!

What is happening to you people that the rapier girl is the strongest character? When we were playing, we thought the shield here was our guy hahaha That's nice to hear that you have found new broken strategies!

So, maybe we should remove two actions in a row. However, our current rationale is that:
Maybe with other abilities in each unit, it won't be that simple. Because your opponent also have 4 resources to act. For example, imagine if a pawn could react to the queen moving twice, so that if you try to kill my bishop that is next to my pawn, you will take the hit by the pawn (his passive ability is to be able to attack in opponent's turn).
What if the shield hero give some def to each unit nearby, so depending on my build, it is better that we move all together instead of having a rogue just quickly moving into the map.
A bunch of ideas! And please help us to figure that out! We really appreciate your comment!


(+1)

I don't know what your planned abilities are or how you want the game to be played, so I'd need more information to be able to help with that.

After the first stage I recruited two allies, which happened to be a rapier girl and a healer, and I just invested into the former. As I played I eventually chose +2 Allies twice more, and didn't get any Shield guys.. So I had my first rapier girl with three Defense upgrades, one HP upgrade, and one Attack upgrade before I realized that 5 upgrades was the max. 6 Attack was enough to one-shot most enemies, 3 Def (and 9 HP) was enough to not get killed in a round since no matter how many enemies there are, only two attacks can be made.. But there also was a lot of strategic use of the bushes, often staying right behind bushes so enemies have few or no avenues of approach, and sometimes I'd dart out, kill the two nearest enemies, then move back to safety.

From what I played, I don't think any enemies had ranged attacks? And maybe it was just that stage that I played ~4 times that had a lot of terrain in your favour? So maybe there are a number of factors which could make the game more strategic even without modifying the action system.