Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+4)

Thanks for your feedback!

I've actually had a lot of players say the game heavily encourages ranged units. Archers and spellguides don't have the ranged cooldowns that musketeers and other black powder weapons do, if you're looking for ranged options with can fire more reliably and with better accuracy, though with less damage.

As for the transformations, the player and companions get more flexibility than followers do. You absolutely can be a slimegirl with a gun, or (soon) an automaton that does lust damage. Followers were made to be disposable and hands off so you don't have to always be equipping or unequipping them, or worry whether their base form aligns well with their current transformation, etc. Maybe this will change in the future, but the intent is for the player to focus more on their own character and the two (and soon to be three) Companions.

That's been my experience with the melee/ranged difference, a lot of my melee units have useless turns because they cant walk through their own allies, so if they're ever blocked off they can't get close enough to attack. It's made me rely more on archers because I can back them away to make space for the 4 melee units i use

Allowing some or all allies to pass through other allied might be a feature in the future. It makes pathfinding a fair bit more complicated as each team will have to maintain its own A star grid.