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Wow! Thanks for this huge list :)... took me a while to get all of this :)

You have very valid points - most of them (like wasd keyboard, skill readiness, balancing of terrain/units) we will implement into game.

For the RAM(charge) ability (scavenger warlord and footman) - it is intentional to ignore terrain effects on the path to target.

You can stun/exhaust enemy only if the height  behind enemy is 2 and more.

Engagement is a special effect and should trigger free attack only when target moves, and only with some chance, so it's not always. The engagement icon should go away when the engager is not in melee range, if it's still there -> bug.

Units will retaliate if pushed against them only when: 1) is not exhausted, 2) is melee. 

I've updated all  description text in game  related to your suggestions, and reduced the damage effect of spikes.

As for the Berserker class - he had 'grappling hook' ability - which pulls enemy to him, but we thought it's just too OP. He's  still a candidate for re-design :).

For the ranged support - you probably right it seems to be OP, so we might add some mechanics to limit the effectiveness, like 1charge/turn..

it's rare to see an actual playable demo in 2018 instead of a 15€ early access cash grab that is nowhere near the level of what you have shown so far... thus i'm glad some of what I mentioned could be useful.

the tactical layer looks really good coupled with some very interesting/unique ideas (the impact of terrain, the timeline, focus...), you might consider adding it onto kickstarter for both funding and more feedback from other players... 

I could have added more points but didn't want to bloat the post even further... that said a grappling hook could be a nice addition. Pulling enemies over spikes could ignore the damage in the same manner that 'ram' does (except for the last tile the enemy ends up staying on). Perhaps it could allow the character to access tiles with a bigger height difference other units might not reach that easily ... and then give enemies a similar skill^^

anyway I'm looking forward to the full game, especially if the strategic layer is on the same level and there's enough variety in enemy types, map design, etc

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For the strategic layer - we do develop a world map with many zones/biomes with all different types of enemies. Each zone is its own small map with traveling system like in FTL, e.g. points of interest interconnected with routes. Player then chooses where to go with his Urtuk & party.. The last node within each zone is a boss camp. We also introduce small shop mechanics, and injury system for your party member - if a character falls in battle, he gets 'injured'. If he falls again, he dies and is gone for ever. The 'injured' status can be healed using bandage - a game resource.. 

There is really much going on regarding development & design, so hopefully, if you are interested, we will publish a private pre-alpha build of the campaign with combat.