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(2 edits) (+1)

The enemies can miss?? Hahaha, I must have a very bad luck then. 

What I meant by customization is having more viable strategies to choose. To take examples from JRPG games, it's usually having the following contents:

(a) more characters, 

(b) more jobs/classes/character progressions, 

(c) Multiple equipments for said characters

There must be several sets of customizations/combinations that are viable to beat to progress the game. (For example if we look at Pokemon games, the viable combinations of team is quite huge that players can replay the game fantasizing new team to beat the game). But Keep in mind that I think this kind of content addition should only be done later in productions, at least after the main hook and the core gameplay is set. 

Personally, I usually look into customization more when I get stuck at a point which forces me to rethink my strategies; or after I've beaten the game.

For Anachronium.... I am not sure more cards is welcome, yet. At least that's how I feel. I am at the beginner skill level where I think my strategy is viable, but just bad at aiming and positioning. If I could aim better and hit more targets, I think I can further progress the game. 

Instead of having more cards, I would look into having variety of ships to choose from. They would have different move distance (maybe one ship can teleport?), varying aim stability, HP, energy Regen, or HP Regen, special abilities, etc etc.

Here's what I had for the card setup

Oyster: triple shot, and other damaging cards, 1 heal

Valkyrie: 2 heals and Saul Kay, and 1 shotgun (the ship with the bad aim, so assign it as the healer/support)

The other ship (was it Morning Star/Glory? The guy holding a flail): sniper shot, blast-shot, double sho

Is it bad?

I am quite reluctant to use the newer cards because they need more amounts of Energy Points and I tend to save them. Perhaps making new cards cheaper to encourage trying them out? Or having some kind of chance to re-assign cards during battle? Just thinking out loud here.

It's definitely at least a vertical slice. May I know how many hours have you poured into the project? 

To be honest, Anachronium at this state has the quality of polish that I'm already willing to pay for anywhere under 3 bucks! Although it will probably have a mixed review, you can make it into a special game once you've worked out the hook.

I am very interested on how you'll shape it to be a great game!

(1 edit) (+1)

Enemy aim is definitely missable, even the bosses miss quite a lot. If they never missed in your run, either it’s bad luck or ships were too close to the enemy. 😅

I definitely plan to add more customisation, but I want it to be in terms of ship unlocks and character unlocks rather than stat upgrades for existing ships. I’ve many ships in mind with unique characteristics and perks, unique aim reticles, abilities and so on.

I really want to have this sniper ship that has two reticles instead of one, allowing for much higher accuracy. Another one I want to add is a tank that gains 1 HP every turn instead of energy.

But this is only for the full game and not the demo. I wanted to keep scope small and scope creep at a minimum!

You setup is well rounded and good, you can pretty much beat thr entire game with it. You are definitely playing to the strengths of the ships!

For now most of the high cost cards I’ve buffed heavily! Meaning something that should cost 6 is at 5 ( like Saul Kay and Anachroniser) I’ve kept the cost cheap so it’s easy to playtest and I get more feedback that way.

I have been working on Anachronium for the past 5 months. Definitely a lot of work has gone into it, almost every second of free time I get I pour into this game. I even learnt digital art just do I could finish the game. 😅

You mentioned right now the game would get a mixed review. Can you elaborate more on the reason for that? What according to you is the most annoying/ disappointing part of the game? It could be anything that makes you not want to retry it.

Yeah, I do tend to get closer to the enemies to shoot them shotgun. So that I can still deal some damage even with bad aim :D

I think that's what I implied in my previous comment on having different ships to increase variation to the game. If there's only one choice, having ship unlocks will definitely be way better than stat upgrades. Of course, a combination of both is possible. 

I don't know if having all of these customization features would be called scope creep if it's essential to the game. But yeah, it's up to how you as the designer see it.

Only 5 months to reach this level of quality! I wish to have your dedication and skills.

The mixed review part is probably the quality of rating that I would give to the game at the current state. For me, the most annoying part is how difficult difficult the game is for me. But this is just a lack of skill on my part. And I tend to prefer easier/casual/story-based games. Another one is just still lack of variety of contents that you normally would see in a finished commercial game. This can be worked out as time goes. 

I was thinking of how varieties can be added as I typed this out. Having different background for different battles would freshen up the experience a bit. I understand that the game takes place in outer-space so black is the most prominent color of the battlefield. Perhaps spicing it up with different color, such as display of far galaxies, or a solar flare, or black-holes. This is just my 2 cents, sorry if you already have different background in the upper levels of the game.

These are fantastic suggestions!

I definitely plan to have more backgrounds. Rn it’s rather plain. Just a sky no galaxies, nothing. This needs to change.

For difficulty, by the time the demo is complete I intend to give 3 difficulty levels so players can pick and choose their experience.

I also intend to have unlockable ships for each protagonist with unique quirks.

Again, your feedback is proving to be invaluable so, thank you!