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Muzzmirage

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A member registered 69 days ago

Recent community posts

Interesting game! I kinda like how the game balances some really contrasting elements. The big menu layout makes everything seem very cold and detached, like this whole thing is just a big optimization puzzle. But then little hints of humanity come through, like Saya constantly delaying sleep by an extra hour to play games. I like how the characters can make their own choices like that.

Cool update! The extra bit of story is really nice to see, as are the new characters and sound effects. Sound design will likely be an especially important part of the game, since the visuals are abstracted. I think I'd prefer if the moaning audio was a short clip that only played in certain contexts - like when a character is captured or 'hooked', or if they fall to corruption, that sort of thing. Might add a bit more punch when used sparingly, rather than being played the whole time when someone's captured!

I may be biased (definitely biased), but I really like how you added Kaya to the game! I hadn't considered giving her a second limited-use rope dart, but it makes perfect sense to give her more weapons of war. I did notice a bug, but could also be cool to just have as a mechanic: it seems like as long as she has leftover AP when you end turn, that AP carries over into the following turn, with 10 AP as a max. Very powerful, she's super fast! If that's something you want to keep around as a passive (replacing another powerful ability), it's something you'll have to limit. Maybe that 'bonus' AP could only be used for certain actions?

And to answer your question, I think roguelike elements would be best for shaking up strategies, but only if the main story isn't too long. If you add enough missions to the game, you might as well just make every random event its own level. That way, you could curate each level to best showcase the event's mechanic.

Awesome to see the update! I like the added music, very XCOM. Except for that 4th track with lyrics, but hey, it deserves to be a little different.

And thanks for using my suggestion - she (and the others!) look great! Very much looking forward to seeing them all added to the game

Love the game! Love it so much that I made an Itch account just to answer your little invitation there :) For your consideration: Kaya, a hybrid wardancer and battle tactician. Her kit would be based on strong mobility, and non-healing support effects. In no small part, it's inspired by the dancer class from Fire Emblem. Powers could be:

- 'Tactical Switch' - 0 AP, 0 turn cooldown - choose two people (ally or enemy, can choose Kaya) that are next to each other and within 3 range of Kaya. Swap their positions. One use per turn.

- 'Long Jump' - 1AP, 3 turn cooldown - leap (basically a teleport) next to an ally or enemy within 5 range.

Hopefully with those two powers, the player would be able to find (or create) ideal spaces for Kaya to stand on to best enable her other powers:

- 'Inspire': 0 AP, 0 turn cooldown - an ally next to her gains 1AP. One use per turn. (alt version: allies that start their turn next to her gain +1 AP, as a passive ability. Would be much stronger in this form, obviously, but this is competing with Dragon Command for an action-economy power, and that one's very strong)

- 'Rope Dart' 1AP, 0 turn cooldown - A very weak 2 range attack, but damage is doubled if Kaya has not yet taken a normal move action this turn, and doubled again if the target has not yet been attacked with Rope Dart this turn. (damage still shouldn't be super lethal, even after the doubling. She's a support survivor after all! But by starting a turn in a favorable position, or by discovering a way to engineer a good position with her first two powers, spamming this power can cause a lot of damage on a clustered group of enemies)

The 5th power I'm not as sure on, but I have a couple ideas to give her a 'defensive' option:

- 'Feign Defeat' - 0AP, 5 turn cooldown. Kaya enters a 'downed' state, but retains her HP, and starts at 99% progress to stand back up. If captured in this state, she also starts at 99% progress to break free. (Not sure how the game's AI handles target priority, but "gathering downed heroes" seems like something they really enjoy. Could be neat using this power to manipulate enemy actions.) OR

- 'Distracting Presence' - Passive - Enemies within 3 range of Kaya, and who can see her, have a 40% miss chance when attacking someone other than her. Boss enemies instead have a 20% miss chance.

I obviously can't playtest this, so those powers are kinda just things I think are near. I fully expect things to change if this gets implemented!

And if you're looking for visual/character details, I've got those too. You asked for an OC, after all! Kaya is a nimble catgirl with a disciplined, almost militaristic persona. She's kinda like if a belly dancer got really obsessed with Sun Tzu's Art of War. She knows where her skills lie - beauty, speed, elegance - and has shaped her role on the battlefield to best make use of those skills.

Kaya wears a red and gold dancer's outfit, with a long flowing dress and is draped with shimmering ribbons. Such an outfit makes her stand out in a fight, while also shrouding her rope dart's presence from unsuspecting foes. She keeps her brown hair long and loose - it's a darker color than her feline ears and tail, which are more of a sandy tone. Kaya has piercing green eyes, the only thing contrasting a color scheme mainly consisting of reds/earthtones. Hope you like her!

Hope this game is still alive, the gameplay and general vibes are pretty solid!