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Thanks! Yeah, I get what you mean with the textures; I tried to unify the environment as a videogamey "slightly glossed reality", with the guardians as a surreal layer on top of that, but that's pretty difficult to maintain - especially when you need detailed near-field and low detail distant environments to look plausibly like they're the same thing.

I'm glad that you noticed the possibility that the hexes represented physical location! I don't think that was clear to anyone; I was definitely relying on the "front rank" and "back rank" buffs and debuffs to communicate a lot. In retrospect I should at the very least have had a "Formation" heading above that side of the inventory screen. The intention is that that positioning and those rank effects, alongside the limited space for weapons and equipment, have you make tactical decisions to maximise damage output while keeping stamina loss and damage taken under control. In practice, though, because of the very passive tutorials and my desire to balance the game to be very easy for the jam, there's not really much motivation or opportunity for the player to figure that out (nor is there much assistance in doing so).

Unfortunately only half of the planned dungeon got built due to time constraints, and the puzzles were back-loaded; one (two if you're generous) did make it into the jam build, but they're both in the final area so easy to miss unless you take the time to complete the bestiary.

In any case, thanks very much for playing, and best of luck with the rest of the jam!