weird. my 2 swordman killed the wizard at around 61% portal energy (him being ll like "impossible!", then stuff looked like in a cutscene. and suddenly thepercentage kind of jumped to 100% and the angel of death appeared. and camera no longer moves when I want it, only clicking stuff still works.
The concept is that "day" is when hero lives in physical form and "night" when just soul is being available, ergo hero is killed.
There is also a feature where the hero has better stats if the soul condition is near the maximum level. Because of that, the hero moves faster (actually is sprinting...).
Going to upload a better-balanced version when jam is over. Thank you for feedback!
Hey! If it comes to the wizard death - it's not a bug, it's a feature. By the design, this prototype is unbeatable.
The Angel of Death is always to be spawned - with wizard either completing the ritual or dying. The concept is that ritual needs death energy - currently just from death of the hero or wizard. But it may change in the future e.g. to prevent unit spamming. However, camera should move after "cutscene" so it may be either a bug or you have edge scrolling disabled.
A little tough to control the camera on track pad (Im stuck on a laptop rn sorry!) I'm not 100% sure what I'm supposed to be doing and things like de-selecting building units wasn't super intuitive. I agree with other commenter about player feedback, meaning queues in game that direct the player.
All that being said I think what is here is very interesting. Despite it not being super accessible to me I tried hard to play anyways because I really like the look and idea. I think this is the a solid foundation for a really fun little game, with a fresh take on an under developed genre.
If it comes to the tutorial - I was originally planning to add an interactive tutorial where the hero guides a player to place a building, recruit a unit etc. But I've run out of time... However, this idea still lives in my mind and I'll add it in the next version.
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weird. my 2 swordman killed the wizard at around 61% portal energy (him being ll like "impossible!", then stuff looked like in a cutscene. and suddenly thepercentage kind of jumped to 100% and the angel of death appeared.
and camera no longer moves when I want it, only clicking stuff still works.
is that intended?
day and night cycles should be longer, also any indicator when it will switch would be nice.
I often can jsut place a knight or click 2 things before it is night again
Yeah, I agree - it is balancing issue...
The concept is that "day" is when hero lives in physical form and "night" when just soul is being available, ergo hero is killed.
There is also a feature where the hero has better stats if the soul condition is near the maximum level. Because of that, the hero moves faster (actually is sprinting...).
Going to upload a better-balanced version when jam is over. Thank you for feedback!
Hey!
If it comes to the wizard death - it's not a bug, it's a feature. By the design, this prototype is unbeatable.
The Angel of Death is always to be spawned - with wizard either completing the ritual or dying. The concept is that ritual needs death energy - currently just from death of the hero or wizard. But it may change in the future e.g. to prevent unit spamming.
However, camera should move after "cutscene" so it may be either a bug or you have edge scrolling disabled.
A little tough to control the camera on track pad (Im stuck on a laptop rn sorry!) I'm not 100% sure what I'm supposed to be doing and things like de-selecting building units wasn't super intuitive. I agree with other commenter about player feedback, meaning queues in game that direct the player.
All that being said I think what is here is very interesting. Despite it not being super accessible to me I tried hard to play anyways because I really like the look and idea. I think this is the a solid foundation for a really fun little game, with a fresh take on an under developed genre.
Thanks for the feedback!
If it comes to the tutorial - I was originally planning to add an interactive tutorial where the hero guides a player to place a building, recruit a unit etc. But I've run out of time... However, this idea still lives in my mind and I'll add it in the next version.
First of all: Great Game! I love this genre and your idea of the theme is very good.
But you need to work your feedback for the players. I know, 10 days is very hard, but please continue this project. You have a nice game in hands!
Thank you!
Agree that feedback is poor. I should've planned more time during the jam for the polish phase instead of adding features :)
I will definitely continue this project - I had a great time developing this prototype