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This looks like a very good game, very polished and with a lot of options to play around, the graphics and the music are cool, the problem I encountered was that it lacks a proper tutorial (Being in development so, totally understandable) And I think somewhere along the way I did not understood something and that tarnished my experience.

idk If I encountered a bug or something but the fact that enemies appear on their turn and not in the first one renders the first turn useless, and in my experience It will make you die every time because the enemies will trap you. The use of skills feels painfully useless, and they should feel satisfying.

I believe the things for the game to be fun are definitely there but they need to be highlighted more, maybe make scaling difficulty stages with clearer/simple toolboxes.

The enemy turns seem to take too long in this big empty maps, there is just too much to process without a proper tutorial and I do believe this "all the enemies surround you from invisible spawns" just makes the game unplayable. I am sure there are a ton of great things in this game that I did not manage to see because I couldn't progress and that's a shame because the game do looks great.

I can't wait to play this after a few updates when it unlocks all the potential it has. Good luck with the project!

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Thank you for playing the game (and making a Youtube video of it), and thank you for the detailed feedback!

So yes, the game really does need a tutorial and that is something I am currently working on to be added in the next update (version 0.6b) to guide the player through the mechanics and flow of combat as well as the menus in the War Room where you buy equipment, upgrade stats, etc.

When it comes to the enemies, their AI is pretty simple at the moment and that's why they will currently swarm your team. This will not be the case in the coming updates as I improve the A.I. to make them less zerg-rushy.

The skills feeling useless is a good call out, and I will look into ways of making them feel more impactful or turn the tide of combat for the player. I think this is also tied to what you brought up about the difficulty and being unable to progress.

And speaking of the difficulty, that is another valid point and I will find a solution in making it more scaled and adjustable while still keeping it challenging. I was worried it might be overkill toward the player, and it looks like it is.

But thank you for taking the time to play the game and make a Youtube video out of it, and hopefully you'll enjoy the game as it nears completion! I'll be taking your feedback into consideration!