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(1 edit)

Thanks, I am trying to come up with new ideas for the levels. Now that I have built a modular quest-system there are more possibilities for creating more interesting levels. If you have ideas for new levels I am open to hear them.

the campaign needs more different stuff for example look at the other campaigns in the second game- the rebels are decent they have varietys like the swordsman can parry attacks the paladin has smite they also got monk and celeste which can counter undead.      the arcanist get to hinder movement get poison get good movement troupes cloaking fog and spirt wand. As you can see all the other campaings have something different between them- undead can poison and summon ghouls- beastman get raid and are pretty decent - and primordial are very op.but the dwarfkins are basically a revamp of the other classes but with all of them having mountainborn runescribe having runeforger  berserker having frenzy and the big crystal guy having that pulse thing. Other then that the levels are good the new structures are pretty good 

I see, I will think something about this. Perhaps I can improve the rune mechanic and add more ways how runes can be acquired by units.