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(+1)

True, which is why i scoped it down as much as possible. As i said, no tactical combat. Everything is autoresolved based on stats, weapons, items and other modifiers. I just need to figure out a working formula :) 

I'm also keeping it small in terms of map size, weapons, traits and vampire clans. The HQ/hideout only features a small number of rooms with different features (a training room to improve one of the 4 basic skills, research lab to unlock a a few tech that may actually get scrapped, a prison to allow capturing vamps and a conditioning room to unlock ability to convert vamps to agents). The game style also allows me to keep graphics and sound as basic as possible, and it helps as that's the area i suck at. 

I guess if i can make a working prototype by half of november i'll ask a graphics designer to join me. We'll see.