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armoafro

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A member registered May 08, 2015 · View creator page →

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Very enjoyable for a demo. Was a bit challenging at times but never got out of hand. Can't wait to see more!

Pretty neat idea overall. 2 player co op would suit this game well (obviously) if time allows. i look forward to see how this develops :) I understand this is in rough demo stage but here's just a few notes I jotted down while playing if you would like some feedback:

friendly ai stopped moving after a couple of 'retry's. couldnt replicate it

retrying spawns extra bunnies in starting area

camera doesnt reset on retry

navigating item menu glitched out, moving the stick in certain directions wouldnt move
the item selection

flower petal enemy should rotate so it shoots one petal towards target

when right next to evil bunnies, they do not rotate to make an accurate attack swing
they just keep swinging in whatever direction they were in when they closed in

when exiting the 5 crystal room to the bottom left, and then exitting that room back into the crystal room, I got teleported to another part of the game entirely

could sequence break the nail section with either character by running through a 'hole' at the left of the nails

one button that shows all controls at once in a neat list, maybe select, would be nice

after getting hammer, i skipped through the dialogue (xd), so im not really sure how to use it. i tried different buttons but could not find anything

the knight feels pretty good to play but the witch feels a bit clunky
witch blink could use a telegraph of where she will end up
i would prefer no charge time for witch ranged attack
a short direction indicator coming forward out of the witch for her attack would be nice
i would prefer passive mana gain for witch, and replacing the mana gain ability
with an aoe bubble/repulse spell that pushes enemies away. could also be used as a puzzle/environment mechanic to push boulders and the like into slots similar to breath of the wild

Thank you, indeed it is both a ton of work and also made with Unity. :)

Thank you! I'm working on the next demo now with a proper world map and bug fixes. That bug will be fixed in upcoming versions.

Thanks for playing! A new demo should be posted within a few days with more features and content.

Thank you! Holiday stuff slowed down development a bit but things will kick up again soon. The class tree posted earlier was a rough draft, and the new tree I am working on has some themes shifted around, combined, or even removed while adding others in (including combining Spellblade's mechanics elsewhere and having Monk take its place as an upgrade for Fighter/Mystic). Once I better hone down the complete suite of game mechanics I will post an updated version of the class tree!

Thank you! The proc gen is achieved using several techniques in combination with eachother. For example, using perlin noise for height variation, bitmasking around each tile to adjust their shapes based on their surrounding tiles, and etc.

Class building (branching into advanced classes, each class having its own unique skill tree, etc), force(push/pull) visuals (along with visuals for all effects) when mousing over valid casting locations, speed sliders, and sounds will definitely be included at some point.

Monster training sounds interesting... reminds me of Tactics Ogre? A beastmaster class could give them bonuses. Monster could give bonuses to themselves (wolves stack some kind of buff when near each other, dragons give effect of their specific breath type to other nearby dragons, etc). Would be relatively simple to add but this would all have to fit within the greater framework of the spells and classes currently planned. Also time. I'll keep this one in mind :)

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Thank you for the kind words :) Most of what you mentioned is either being worked on now, or planned for the future. Some of the items, because I am a single dev working on the game, I simply cannot include with the initial release because of time. Specifically, among the items you mentioned:

Planned: different biomes, pre-combat unit placement, campaign, more dynamic terrain stuff like meteors, more objectives (including survival), power ups (most will be generated through spells), and achievements

Maybe: map creator, simulator, on-theme units (horses, crude firearms)

Not currently planned: multiplayer, off-theme units (aliens, dinosaurs)

The latest demos of the game will remain free and available for download. I would love to create future installments of these kinds of games with fancier features as you have mentioned, and to help with that effort the final release of the game will have a price tag of some amount, which is yet to be determined.

I'm in! Many thanks :)

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Hello! Here you can share any feedback or suggestions you have for Essence Tactics.

https://armoafro.itch.io/essencetactics

Thank you!

I unfortunately missed the deadline by a few hours. I would like very much to submit my game Essence Tactics (randomized tiled room) into the proc gen jam as a late submission if at all possible.