Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hey guys! 

Some personal comments after looking back:

--The base building made me deviate from the initial emphasis on combat. The initial combat design included a character swap on [TAB] from melee/mage with a cooldown. I planned character skills and global skills that cost Storm Power, affecting the whole map. The time was running out, and I already spent loots of time playtesting and balancing (lots of variables in play). 

--The STORMBOUND form was supposed to be much more interesting game design wise (skills, trade-offs etc), but then that would really affect the enemy strength/spawn rate, which I could not afford to redesign at that point.

--The initial idea was to make all units evolve in the storm. It was cut as the scope was already too big (damn base building!). 

What will I do better next time? I'll aim for less time-consuming mechanical design and more room for creative experimentation.