LoR andMD games are joining in the second #TurnBasedCarnival thanks to the guys from @acramdigital
See you on November 14 on Steamdon't forget to add it to your wishlist: https://store.steampowered.com/app/1830320/Lords_of_Ravage/
Good news coming!
LoR andMD games are joining in the second #TurnBasedCarnival thanks to the guys from @acramdigital
See you on November 14 on Steamdon't forget to add it to your wishlist: https://store.steampowered.com/app/1830320/Lords_of_Ravage/
Good news coming!
We are happy to announce our latest game Lords Of Ravage - a dark fantasy where you play as a powerful villain! 💥✨🚀
Your world is evil:
Deal with dangerous heroes, slowly wearing them off before the inevitable fight with the dungeon boss - you. Or take the matters into your own hands and appear on the battlefield to aid your less competent followers.
You are the final boss!
Open door to your dark heart: syntheticdomain.itch.io/lords-of-ravage
Hi and thanks for the suggestions!
The patch for disabled analytics should be up as you read this =) The game was designed for single-player only and will be very difficult to balance properly for an enjoyable multiplayer experience. And it would add complexity I want to avoid for my first project.
The zoom feature was implemented but turned off until I can find a fix for the visual bugs it introduces.
I've also tweaked the default options in the recent version.
The full version will cost 10$ and will be released in February, so the game is almost there =) I will try to push the update today so you can play it, but I'll fix any localization errors later.
UPD: I will try to make a proper letterboxing solution, I'll update the demo ASAP within a couple of days. Sorry for the delay.
I am definitely not putting unlocks behind any specific conditions. I don't want to force anyone to play this game any specific way (besides encouraging higher difficulty). As I've mentioned in the previous devlog, you indeed gain research points depending on how far you've progressed (and game difficulty), even if you lose.
Hi! I can totally understand the philosophy of having the entire game unlocked from the beginning, but this is something I've added after playtesting with friends. In roguelikes especially, players want to feel like they are progressing, even after a lost run. Another point of the progression system is to increase complexity over time. Some playtesters were jarred by the number of units available from the start. They felt like they were spending too much time in the new game menu studying upgrade paths and starting items for all 16 unit presets in their first run.
But the unlock speed scales insanely with difficulty and enables skilled players to unlock the desired content in no time.