Thanks! I'll play around with camera stuff--I can probably get away with zooming the view out a bit. The Rod of Summoning thing. . .oof, yeah, that makes sense.
OtspIII
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I think it could be pretty simple (although getting any animation going in a turn based thing can be tricky if it wasn't designed from the start)--even something as basic as a 2-frame animation that the character does when they cast the spell and a 1/5th of a second overlay on the affected square would do a ton.
This is very cool, but a bit tricky to get started with--the fact that you can't tell which way a column or row moves at a glance meant that it took me a real long time to understand what the rules for moving them were, and it was pretty hard to understand what each of the spells available did/which could be cast on what type of target.
There's a lot of charm to a Cinco-Paus style "learn through trial and error" gameplay flow, but the game feels like it could use a touch more feedback as to why a thing did/didn't happen to make that work. Just little things like each spell icon having a sub-icon that shows what it can be cast on, or having the spell icons have names, or have them light up when you're moused over a valid tile. That said, once I got things figured out it was real fun!