Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Donisa

13
Posts
33
Followers
2
Following
A member registered May 29, 2024 · View creator page →

Creator of

Recent community posts

thank you

Thank you for your constructive feedback, I really appreciate it.

Nearly all of the mentioned issues will be resolved, except for the inconsistent pixel art sprites. I can't do pixel art and it would require me to hire someone else to fix these.

I plan to release an update with all of these quality of life changes a bit later since there are even more improvements that can be made that were hinted by other players outside itch.io. And I want to tackle all of them with the first update.

To better distinguish your units you can toggle the unit flashing setting in the preferences. That may help.

You can drag and pan the map with the middle mouse button.

And most maps don't have standard victory conditions.

My bad, will fix it soon

Not in this game

(1 edit)

I attached a windows build at the end of the game description.

It is not up to me, but I hope so

I am glad you like it! I plan to release it for steam/pc in the future, but I will try to make a windows build and post it here very soon.

Thank you for the different ideas!

In the sequel, I plan to introduce two additional factions. One of these factions will feature a water unit that excels in combat on water tiles. While I would love to include more water units across all factions, I am currently limited by the available art assets. However, I hope to expand this in the future.

Additionally, I’m introducing faction-wide abilities for the new factions to further differentiate their playstyles.

Another planned feature is a day-night system, which will impact unit performance based on the time of day. For example:

Humans: Stronger during the day, weaker at night.

Undead: Weaker during the day, stronger at night.

I will also work on re-balancing units more effectively, including the ranged units.

Adding a difficulty selection for campaign levels would improve the campaign experience. Additionally, I plan to introduce a Skirmish Mode after this sequel, allowing players to battle AI opponents on different maps or face off against other players using the same machine.

While multiplayer functionality is an exciting prospect, it would require significant time and effort, as it wasn’t planned from the beginning. At the moment, I’m focusing on fully developing the single-player experience. Once that’s complete, I might revisit the idea of multiplayer.

You can freely share your ideas. The second part of the game is still in the early stages of development and I am open for more feedback.

Sorry but I had to refactor some logic and messed up the old saves.

Hi, I purchased this asset and I like it very much. I noticed that the hero units have attack, hit, and death animations. I also purchased your hero pack but those units don't have the mentioned animations. It would be great if they had all the animations. If they had the mentioned animations I would be able to add hero units in my game: https://donisa.itch.io/fabled-warlords

Great assets by the way, keep it up!

Thank you, I am glad you enjoyed playing it. I will add your idea on my to do list. There are a lot of QoL improvements that I want to make, and a next ready unit feature will help a lot.

Thank you for your feedback. I will look into the damage bug and I am planning to add some new features and looking to make some quality of life changes, and balance out the units and buildings.