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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.