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Antang Software

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A member registered Jul 06, 2021 · View creator page →

Creator of

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That's a new complaint, because I made sure the "click hitboxes" exactly match their sprites. I'll look into it though

Thank you so much for the fanart! Yeah I'll work on a simple tooltip when you highlight the three letter buttons next

Thank you for the fanart!! Yep, Golem has no weaknesses the current party can exploit. It's meant to be an elite/rare spawn but it seems like everyone's ran into it

This game's really good. Though it seems like in a 1v1 and you're knocked out by a guard with no weapons, they don't know what to do. I dropped my katana and all he did was stomp me.

>sprites being more pixelated
Eh really? I'll have to look into it, I don't remember

>UI

Yeah, I will compensate in other places probably? Wanted to make sure the most gamey parts of the game is as intuitive as possible first.  And yeah dungeons won't only be a black void with nothing.

Thank you for playing Bakar!

Thank you for playing! Walls are actually already implemented, it's just a matter of finding a way to make them look good but also be unobtrusive in exploration gameplay. But I definitely plan on giving live to the board layer.

Thank you for playing Space! That's the plan. You'll be rewarded immensely for filling out maps

Thank you for playing nacho! Yeah I'm going to try to see if a hop would be better

Thank you for playing Stomy! I'm glad you like the new exploration controls now.
Yes, decorations are planned. And I did do the trick you did in your game, thank you for that lol

Momentum is the only functional passive in the game right now that the Fighter can build up and use, the problem is I haven't displayed it properly yet.

Thanks for playing dude! There's no permadeath or death's door in this game. Dead characters will be able to be revived through Stratagems and Events later on. And yes, there are already different physical attack types. Cleric's normal attack does a lot of damage to the skeletons because it's Strike damage, and Burning Hammer is a physical fire attack, too. Not a slashing attack

The colored tiles are actually Events! But they're not implemented yet so I repurposed them into enemy spawns, so that players this DD don't get spawncamped through bad luck.

Yeah, the AOE UI QoL slipped my mind

The first battle theme loops! But the second one doesn't. I just havent gotten around to editing it or asking my composer to send me a loopable one, easy mistake to correct.

Thank you again and I hope I can play your game some day too! It looks super kino and hot

Thank you for playing! Colored tiles don't do anything right now besides deciding spawns. Placeholder

Movement feels pretty good, couldn't finish the last level because of skill issue.

I played with a controller, moving with the analog. If it's possible, I think it might be even better if you increase the threshold it takes to enter free fall mode specifically on the analog stick, because I found myself entering free fall accidentally a lot of times during short hops because tilting the stick slightly downwards triggers it, killing my movement momentum

thank you for playing! im going for a ttrpg - retro game vibe, still figuring it out. but yeah it was designed to contrast darkest dungeon in mind

kinooo

Hi! Sorry for the late reply. I haven't been checking here.

Your work looks great! I'm sending you an email so we can correspond there. Please let me know if you've received it.

Thank you for all the feedback! I will definitely be making more public updates more frequently so I hope to see you then.

Thank you for playing Federx! There's no way to heal out of combat right now until I bring the menus back for the next update.

You can try to avoid getting ambushed entirely by kiting the enemy cells until you can initiate combat yourself to get the first turn. It will be an important dynamic in the full game to stock up on consumables to manipulate your movement.

Thank you for playing  Stomy! I'll try out a more transparent turn order, but in this iteration there's no skill that would affect your turn order, instead everybody's turns are sorted by agility. The turns are also round-based now, meaning one side needs to spend all of their turn icons first before the other side can act. The rounds can be ended earlier by dodging or extended by hitting critical hits, which respectively cost the party extra turn icons or save them.

No way to set the default formation for now, it will come in a later update where I add menus and more customization options.

Thank you again for the fanart Stomy! I love it.

Thank you for playing! I've rotated the angle of the overworld a bit to match the WASD directions, I'll take note of your other feedback as well

Thank you for playing!! Noted. I'll add more visual feedback to the press turn icons

Thank you for playing! You say the movement is rigid, did you play the old version or the current v0.111 one? I tweaked it a bit so that it feels more in line with traditional first person dungeon crawlers. But you're right in that I haven't added input buffers though.

Thank you for playing, Jens! And thank you for the banging SMT style music as well!

Wish there was a chance to use the battle theme you'd made, maybe in an actually SMT-styled project!

I plan on having super moves as well! Ideally, the player will have to make conscious decisions on when to use them, as the MP economy is limited.

But, basic attacks actually do less damage for me on average. In the code, their hit modifiers (also decides the crit rate) are low and often fail to go over the enemy's defense. Perhaps you've been getting lucky then!

I've made a quick update to the game to make the dungeon exploration snappier, if you want to give it another shot :D

v0.111 update

> Nerfed the skeletons

> Made the exploration layer smoother to navigate

> Added an active character indicator in the UI that also shows who's going next

Thank you for playing! I will keep your feedback in mind.

Thank you for playing! I'll keep this in mind.

Thank you for playing! Mouse control for the map is in the works. I will see if I can sneak in health bars during the battle cuts.

Thank you for playing!!

Thank you for playing! We'll have more to play with in a future update.

Thank you for playing!

Yep I'm aware of those errors

Thank you for playing!

Will work on better clarity for the next update. The turn order is sorted by agility, but right now you can't look at their base attributes lol

It's time for a new build. The game has been remade from the ground up and we've transitioned into 3D environments.

- Combat has been completely reworked into press turn, if you are familiar with SMT or Metaphor: ReFantazio, you might feel right at home!

- Basic dungeon crawling where you must kill every enemy on the map to proceed. Don't let the enemy ambush you!


Known issues:

- The graphics may appear incorrectly on AMD GPUs, this is a problem with Godot that should be fixed if you update your graphic drivers.

Thank you so much for playing!

On damage numbers - Basic attacks actually do have the same damage scaling as most skills in the current build. So in consequence, the damage range of characters end up being pretty similar on their skills. The skills are also similar to each other in damage. This is intentional on my part to allow for party build flexibility in the future and also to keep damage ranges predictable.

It is not apparent now, but what makes skills special will be in their utility to inflict status effects or reach even greater heights in damage. In this build you can do up to 40(!) damage as Fighter in a single attack with Shield Bash, and her Brave Assault is a very consistent source of extra damage and turns (averaging at 8-15 damage), especially when done to a target with defense down. In contrast, the Rogue has two skills unrelated to directly damaging the enemy, but these skills open up your options in another way. Substitution arts is a massive DEF buff (It will be changed to a more fitting status effect, but still related!), allowing him to completely dodge attacks directed towards him at times, costing the enemy their turn. While his knife throw is actually a magical attack, letting him always strike true and greatly reduce the defense of the target.

Basically, I'm aiming for a "horizontal" game design where you must pick and choose the right skills, and effects to inflict to deal the most amount of damage and gain the most amount of turns while also still being able to afford to keep your party standing.

With that being said, I will take your feedback into account! I'm still figuring out the design myself.

corinne is my wife

Love the game idea
The match seems to go on for so long with all the animations present, you could cut it down to half the duration if you're not willing to have the timer go down when animations play? I beat the team 5-0 with still around 50 "seconds" left.

Animations could be shortened a little, every pass has an animation where they take three business days to look left and right. I think it could be cut.

I've never played blitzball, but I'm a huge Inazuma Eleven fan. They keep all the non-special move animations there (where they intercept/trap/catch the ball) extremely brief and impactful. They also have this small touch to have the timer keep ticking down even during animations, but give a slight injury time because of all of the animations/or if the team with the ball has the advantage to score a goal (This is also present in actual football games)
Lastly you already know this but the stats are so random, I had one guy be absolutely terrible in all stats to the point of being unusable, even for passing. 

I'm looking forward to a version of this game with even more developed mechanics and actual characters. Great work

Hmm.. Probably the tutorial? I believe even the basic tutorial should encapsulate every bet with live examples. I think (willing) new players will learn a lot just from direct example which you can easily do by scripting outcomes in the tutorial. I picked it up pretty quickly personally but the tutorial probably leaves a lot to be desired.

I don't actually play craps so I don't think I have any good feedback but I enjoyed the game!

Sorry, you'll have to wait for the new build.

Your work is very nice! I'll keep you in mind for future reference.

this game is peak wow