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The world generation is fantastic - the distribution of mountains, trees, water and terrain feels natural. The animated water and trees and cloud shadows passing overhead make the world feel alive and the way the mountains and trees aren't exactly rendered in hexes makes the world feel alive, while importantly allowing the hex grid to still be visible. I liked the ability to rotate and zoom in and out.

The music is great and the music selector in the UI is a great idea especially for a game jam. I think the 6th track Serenity In The Woods works best because of the bird song, which complements the world.

I couldn't understand the combat system, but I was more interested in exploring anyway. I'm guessing you ran out of time to refine the game play. The UI needs polish too, but I understand how time consuming and low priority UI is.

I think the path finding animation should be a lot faster so the player isn't waiting for the travel button to appear. 

Hi, thank you so much for your detailed and motivating feedback.

I enjoy spending so much time on world generation that I tend to put other things off. The combat system was the last thing I had to quickly whip up.

The combat system is a dice game. Red 1-6 (attack), Blue 1-3 (defense), Green 1-3 (evade). The player attacks first, and all three selected dice are resolved sequentially. The first check is whether the opponent has evade (random number 1-100), followed by shield. Only then is the opponent's health deducted. This continues back and forth until one side has 0 health points. To simplify the principle, I gave the player two additional allies and the opponent three units at a time.

Today I made the interface scalable and spruced it up. This will be included in the next version (hopefully next week). Of course, I also had to tinker with the world generation again in between other tasks.^^

The music is by the composer Liborio Conti. I've already been in contact with him and expressed my appreciation for his work, and I'm exclusively using his music in my latest projects.

The pathfinding system definitely needs an overhaul. Currently, it takes terrain heights into account, but not the lowest terrain costs. I'm actually a little envious of your game. You've done a very efficient and precise job.