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Caïssa

Tactical RPG with light rogue and chess like elements · By harrisongottlieb

Feedback Sticky

A topic by harrisongottlieb created Apr 09, 2021 Views: 335 Replies: 6
Viewing posts 1 to 3
Developer(+1)

Any feedback is greatly appreciated : )

Hi Harrison, I really like the art style and the vibe of the game! The music is pretty cool too. The UI is nice and simple as well.

So, the game play is interesting but it's not very intuitive I think. Also, idk if it's just me but feels like the first battle is too hard. It seems like the enemy has a clear advantage and no matter what I do, the player dies. Maybe try easing in the player with a simple tutorial level introducing what the player can do and later bring in the challenging fights.

Also, I think an auto-restart when the player dies could be helpful. Cause, when he died the first time, I was scratching my head for a few minutes haha.

Overall, the game looks pretty cool but too hard. Hope this helps :).

Developer

Hey thanks for checking it out. Yeah that makes sense, I am hoping to have a better tutorial system out in the next few days. I'm also planning on tweaking the first battle to make it a little easier.

The auto-restart is interesting, the Commoner unit in the first battle is on your team so you won't "lose" and be prompted to restart until all units on your team are destroyed. It might be unintuitive then that they are also a unit you can move around and use.

Not sure if you played the 1.1 version but there is a difficulty option in Settings that might help.

Thanks again

Hey, that's nice to hear man! 

I didn't realize the commoner was another unit haha. Their barks of 'dont wanna die' made me think they were an objective to protect of sorts. 

I also did download 1.1 but I feel like Normal shouldn't be that hard. Still, you are addressing this so no need to dwell on it further.

Anyway, really love the vibe and all the very best! Also, thanks for the follow!

Can you port this to one of the game-makers available on Switch, with the actual Switch version ticket-code only visible to people who bought on Itch? (landing a deal with TinyBuild or Devolver Digital may be hard as hell)

Also, I think that there should be a limit of two active Pets on screen, plus one at most per ranger or other unit who can summon one: a Dog (as it currently is) and a Cat (Knight melee attack, Hiss repel skill)

Developer

I'd love to port it to switch one of these days. I made the game in unity so would probably go through nintendo's developer program for unity.

Yeah that's not a bad idea. The king unit can also keep summoning allies to battle assuming they have enough mana. Probably a good idea to put a cap on it. I think if I were to add a cat unit I might move those skills under a summoner unit class. Or random summoning might be interesting.

Thanks for the feedback :)

Unity dev program is kinda difficult to apply to, may have more luck with TinyBuild or similar - or by porting to RPG Maker that has a free “player” app on the Switch.