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Yes, its our first time using the engine, so we didn't knew about issues we would encounter. Sorry about that - we will try to check and solve issues postjam.

Combat is not build on reaction time, though - everything is turn-based. Your turn comes before enemy. You can look around (turning doesn't end your turn, moving, attacking and skiping the turn does) to check sittuation freely. Telegraph on the floor shows danger zones that will cause damage next turn, so you can move to the safe position without taking any damage. 

Ah okay, so moving also ends the turn? Sometimes I was still moving even though I did not pressed a key. Could be related to the low framerate then. Are you queuing input?

We'll look into how UE behaves on low framerates input-wise, but what we do is that on each keypress event (which I'm not sure if it can happen between visual frames, or not) we do a move and then animate it each frame. So essentially we do not queue input at all, we instantly apply it, but smoothly animate camera/character after.