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(1 edit) (+1)

I enjoyed decimating and collecting heads while serving as the god's hand.  Well done given the time constraints. 

In terms of aesthetics, I appreciate the choice of the hollow atmosphere, the lifeless desaturated color palette. When it comes to isometric, there are particular challenge for rendering, figuring out the transformation between screen space to world space, depth sorting, but I think 2.5D is really beautiful. 

In terms of gameplay, the turn-based combat is a classic, instantly becomes tactical because of action planning,  it would be nice if there are: 

  • Visual feedback of the attack range, like a high light of the adjacent cells to indicate the current attack intention.
  • Directional commitment, when moving input is in the same direction as previous input, move to the cell, otherwise, require another input to move to the other direction, indicating with some visual feedback the intended direction with animation on the first input. This will avoid the unintended movement, be able to adjust the attack direction. 
  • Wait Action, to ambush the enemy

On the game balance aspect, well, loved the jam balance! We have so much time to do everything by ourselves, we have to make choices. 

Oh, maybe you already know this, but I'll leave it here anyway, if you want to delve deeper into the depth: https://www.roguebasin.com

Keep it up with the good work! 

Thanks, I appreciate your feedback!
I already started working on some of the things you mentioned, mainly on the visual feedback of attack ranges and the directional commitment but Im also working on the depth sorting as its one of the things I left behind on the Jam that I feel limited the current level design.

Originally, I had included a "Block" action (the animation remains in the Jam version when pressing X), which was also intended to function as a "Wait" action. However, once I added NPCs, I changed the key to interact with them and forgot I could use another key as"Select" or even assign "Start/Enter" for that.

In the long run, I would love to make it more roguelikeish or work on a similar project with fewer Jam constraints and procedural generation elements.