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Enemy designs are clever, and the theming is cohesive! The concept of queing up spells via, what I like to call, Magic Marbles, is a Unique take on deck building RPGs.

The grid based movement, while I see the goal, feels restrictive and slow in first person. Very stop-and-go. Perhaps a different perspective can turn that stop-go movement natural, a la top down dungeon crawlers.

Thanks!

There’s definitely either a different form factor I need to switch to(free look, top-down, etc.) or improvements that need to be made to the movement. I’m thinking about making the grid square smaller so the player feels less constrained(also would open level design possibilities) and adding diagonal movement for faster traversal(or perhaps let the player face in eight directions instead), it’s a running thing with me that I despise the difference games draw between orthogonal movement and diagonal movements since the squares are still “adjacent”, so I’m suprised this slipped my notice.

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Million dollar idea for ya


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Great minds think alike, cause I actually gave hexes a shot for Ludum Dare awhile ago: https://soulreviews.net/blog/Cave-Game-Dev-Log-1 image.png It’s always amazing for isometric games, although in the first-person perspective I’m not sure it’ll work since people are kind of married to cardinal directions?🤔 Gonna have to try this out at some point, I feel like there’s a 5D Chess-like idea here…