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(+1)

This sucks.... you in!

At least one action (healing I think) is lacking a confirmation sound, and it would be nice if killed monsters left a shadow entry in the party roster so one could have a better overview on who's gone missing. And it would be useful if there was a clue on which monsters on the map are enemies (for example the AP dots could be red or their tile background). Also, when the collection list is open it would help if the buttons for "retreat" and "end turn" would be grayed out.

It does have quite a bit of depth in strategy actually, even though sometimes it's hard to differentiate some options that seem to have the same properties once in a while (usually there is a difference, like their elemental type, range, or strength, but these are very subtle); at least I think there were some combinations which seemed to be the same.

All in all it looks very polished and complete, and it has this "just one more turn" factor.

(+1)

Brooo I was about to cry I was like alright, I get that it might not be for everyone but dang that's harsh xD
I really appreciate all the feedback! I'll address each thing in case you're interested:
-Heal & Pet sound: I couldn't find a sound I liked and haven't bothered looking again yet :P
-Shadow Entry: I really like this idea! There's been a couple times I've been like "wait, who just died?" (they actually died before, but now they are added back to your collection with 1 hp)
-Enemy Indicator: The enemies have a red indicator when you click on them, but I agree there should be something more
-Gray out Retreat and End Turn: you used to be able to end your turn and retreat with the menu open, but one player said they kept clicking end turn instead of add to party because the colors were the same xD I think graying them out in addition will help a lot with that as well!
-Some abilities on a monster are the same: All of the ones that have minor differences is intentional (especially the ones with different elemental types), but there's some gotchamons that have moves that are the same or just outright worse than another move it has. I've found 4 cases of this so far and will update them when I create more abilities! I'm going to start working on abilities that cause status effects (poison, stun, heal, confuse, slow, etc), and ones that can move other units too (knockback, pull, telekinesis, swap, etc) so there will be a lot more strategic options and playstyles
-Polished and Complete: Thank you so much! All of my updates so far have been focused on UI/UX and balance rather than adding more content. I will make a couple more updates in the next week, but I want to come back to this project later to add more content and revamp the gameplay loop

Thanks again for playing and all the feedback!

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I totally understand that "I haven't found the right sound yet" feeling (especially if you're not apt to create your own), which is why my game is still silent... :)