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*nods*

BehindHazelSky's and I share some suggestions, it seems, but I'd also like to echo the ones here that I didn't list previously, HVDR02.

I don't know how committed you plan to get to this project, but I think it would be very cool to see your design documents, if that's something you're ever up for sharing.  I really think you've got a winner on your hands here, and you may want to consider balancing between project scope versus bringing other devs into the project to help you achieve your goals.  Maybe make a "Chapter 1" playable demo, and then turn to crowdfunding?  Maybe even reach out to FourQuarters at that point and see if they'd be willing to help with cross-promotion or other forms of cooperative development.

T-T I just read your comment, and I feel redundant. I was coming back on today to add another batch of suggestions that you already have in your comment like possibly adding classes and skill trees, having a stronger visual indicator for when you have the resources for a tile construction, switching to hexes, and a couple more I can't remember right now.

You aren't redundant.  Your ideas still deserve to be expressed by you personally, no matter if others have said them before.  It also helps flesh things out further, in case the first person to suggest it doesn't phrase it quite right.

(+1)

Oh yeah!


Two things. I wanted to suggest that the boss should come for you at your castle, and to default, or at least remember players' choice, to turn off the CRT effect. I love it for the aesthetic, but my partner who has vision problems and motion sickness can't play this game with that effect on. Weirdly it screws with her morning sickness, and also gives her a headache. I know that sounds like a personal problem, but she represents the demographic of players with those same disabilities/problems.


As far as the boss meeting you at the castle: It really would give the player a chilling sense of finality. Picture this, the stained glass windows crack and shatter. No more options are presented. the music settles into either silence or an eerie soft melody. the day/night cycle grinds to a halt, conveniently, right as the sun sets. Even if it didn't, nothing spawns anymore. The message appears: "You can delay no longer... Your rival is here. Your servant must face this threat on your behalf." The player has to initiate the battle by moving the servant to the castle. (And if they get confused, maybe add a little cutscene that pans the camera to the castle so the player knows where to go.) It doesn't matter if they gather more resources. It doesn't matter if they run around the map... The game has all but paused. There's nothing more they can do that would make the fight easier. 

Having the boss battle like that makes it a lot more exciting and tense for the player. It also gives it a very nice flair!