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(+1)

Fighting feels a lot more deliberate than before, though I think I’d prefer FFX’s turn list thing instead of just showing current and next under the party. That way it would be easier to tell when the enemy is actually going to go, and you could even show previews of what effect each attack/skill might do to affect the turn order.

Is there a way to set a default marching order? Because it definitely seems like the Knight should be out in front all the time, the fighter doesn’t seem to last as long up front.

Seconding needing some way to show max HP, particularly for the player characters. I think I saw you experimenting with this on discord already though.

Didn’t have the patience to draw another skeleton, I’m sticking to an hour each for these fanarts, so I drew what I guess could be an ogre instead, enjoy:

(+1)

Thank you for playing  Stomy! I'll try out a more transparent turn order, but in this iteration there's no skill that would affect your turn order, instead everybody's turns are sorted by agility. The turns are also round-based now, meaning one side needs to spend all of their turn icons first before the other side can act. The rounds can be ended earlier by dodging or extended by hitting critical hits, which respectively cost the party extra turn icons or save them.

No way to set the default formation for now, it will come in a later update where I add menus and more customization options.

Thank you again for the fanart Stomy! I love it.