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Dual Wield Software

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A member registered Mar 31, 2018 · View creator page →

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Hey Kalamia,

We did finish it, and then hit some productivity snags in beta testing. It is done, and with probably a week's worth of work, could be finished and put out. We just kind of ... lost steam on it. January is looking like a good month to finish it though. Work and life aren't being quite so demanding, and I've been meaning to go back and finish remixing/remastering some of the music to this game as it is...

We really appreciate the enthusiasm though! I'll let you know more tomorrow evening :)

~Chad

Hey Muddy,

So it's been a little bit since I've played through to the final boss, but he's very-much an attrition fight. He should only be spawning four times and will die for good on the fourth. His moveset will also vary depending on which campaign you're playing. 

Big, one-two punch combos don't really work on him. I'd  keep away from ice field magic. Maybe forest as well.  Fire was always my favorite anyhow.

But really, the thing that always saves me is timing my Ash* cards just right to knock out his big bursts of field magic. If you can avoid a lightning storm or a fire field, you'll be much closer to finishing him off as those spells are painful.

*I think it's Ash cards. The ones that will negate magic on the playing field. You should have at least one by the end, but they are a craftable card. I want to say I went into that fight with two.

Good luck!

Hey palecur,

Sorry to hear you're having some troubles with our game's mechanics. I'll do my best to explain address them. For field cards, their effects can be found on the card when you go into your deck inventory.  So if I click on a heal card and bring it into my deck, it tells me it bathes the player in light and heals the player. All the cards in the game should display these kinds of tool tips, and if they are not, please send me a screenshot and we'll look into what might be causing that.

Placing cards also triggers a short global cooldown, so players can't just play every card right away without any thought. Defense, magic, and attack cards each have a separate global cooldown, so you can play an attack card and immediately play a defense card, but you can't play two attack cards back to back without waiting a few seconds. Stronger cards can trigger longer global cooldowns, though those don't show up until later in the game.

The grids do change size periodically as you defeat enemies in long gauntlets or just from encounter to encounter. We were trying to really mimic that real time combat feeling, and one of the ways to do that was to vary encounters, kind of like how enemies in an RPG might dodge or parry.

As for the numbers, your goal is to get the ones in your attack area to zero while keeping the ones in your defense area as high as you can.  Placing an attack card of 5 on an area with only 1 defense will do more damage than placing an attack card of 2 on an area with only 1 defense. The enemy player will be doing the same thing, attacking your weakest areas and defending their weakest. Once again, we were really trying to mimic that real time combat feeling. But actual numbers are all based on addition and subtraction.

It's best to try and widdle down multiple areas on any given grid so when the enemy defends one spot, you still have open places to attack and deal damage. And for most encounters in the first map, you can attack twice to every single time you need to defend. It feels pretty fast at first, but it's not quite as hectic as it looks! That comes later ;P


Hopefully this helps. If you have more issues, let us know and I'll do my best to answer them.

Hey Jennifer,

Sorry for another late response. We took a look at the video and the card, and the game SHOULD run on that card based on what version of open GL we're using. The card is pretty old though. My brother's going to look at what the most obvious culprits but this isn't going to be something we can easily troubleshoot. 

We'll do our best, but I'm afraid I can't make any promises. 

~Chad

Also, and this might sound crazy, but have you seen any of the characters or objects fall through the floor? We actually had an issue similar to this last year, and it turned out to be a really strange bug with the collision. We thought we fixed it. If it is that, changing the aspect ratio of the game might act as a temporary fix.

That is useful. Could you let me know what kind of graphics card you're running it on? And I know it's an ask, but if you had video that would help a lot. We're a bit stumped as to what this might be.

I'm really sorry this happened. We'll do our best to try and fix it if we can.

Hey Polaris, sorry I missed this! Notification never got into my inbox.

I don't have an answer off the top of my head, but we'll dig into it real quick and hopefully get back to you within the next 24 hours on what might be the problem.

In the meantime, which field card is it?

Hey Shugo,

There are no plans currently to translate the game. We've been approached a few times by companies that translate games, but it's just never been in the budget I'm afraid.
~Chad

Be honored to help with this https://dual-wield-software.itch.io/the-land-of-glass

Sorry for the late response. Must have missed the notification.

At this time, buying The Land of Glass on itch.io will not net you a Steam key. However, with it being Christmas and all, if people buy and then ask, I can send some out. Might be a few days after the fact though, since holidays and whatnot.

Thanks! Really appreciate it!

Evenin' everyone,

We've just launched our first game on itch.io, a CCG/Action RPG hybrid where you collect cards, build a deck, and then play those cards in real time to do damage. It's what happens when you make traditionally turn-based games really fast and then dump about 50k words into the narrative.


"Combat takes place over two ever-changing grids: attack and defense. Punish your foes with big, heavy blows or swift strikes while countering with a steady stream of defense cards. Use magic to infuse your attacks with fire, ice, explosions, and more; lay traps; burn away defenses; and slow your opponents down for some needed breathing room.

Magic is not confined to simply attacking and defending, though. Alter the playing field itself with massive spells, from fields of fire to lightning storms to man-eating plants. There are nine different types of magic to find, and experimenting is key to survival."

https://dual-wield-software.itch.io/the-land-of-glass

The idea with The Land of Glass was to make a card game/narrative RPG we'd want to play, because while I personally love the ideas behind those genres to death, I just don't have the patience for turn-based games or grinding. So we've taken what we like with the genres we're playing in and then added/twisted/contorted the combat into something we find quite fun.

We hope you do as well! 

~Chad