Comments (20)
Hey there! Just finished the first episode (twice :D), and these are some of my considerations:
That were some nice sprites! They animated very well for me (playing on the Unity Player, in this page. I'm on Win7 64, if that helps). I'm eager to see the dragons!
The day cycle system is pretty clever. The farther a unit walks, more time was spent, the darker it gets. I get it.
-The effect of the fireball when used on a monster is pretty cool and fun!
After getting a hang of the playstyle it was very straight forward. My second try was a run, and I only had to stop to actually think after some 40 in-game days. Partly good (easy absorbed commands), partly bad (game still not balanced... but maybe hard enough for the first chapter)
As someone said before, even though i was able to play the game up to its end I was not entirely sure of how the mechanics worked. Specially the mix&pick assets from the little bag at the corner at the end of every turn. I looked for instructions and all I found was the about, in the game itself, and the brief description just under the score in this page.
Kind of continuing the previous point, if I knew exactly what was about to happen, maybe I could make better decisions at the game. The pieces removed from the table every turn were simply removed or just returned to my inventory of sorts? When I grab a weapon, am I consuming it or just using it that turn and having to weit for it to show up again? These kind of questions could be answered if I counted the itens in the inventory before and after using them, but I think the player should not be required to do so, so I didn't.
The monsters! When they moved upon my units where they attacking/killing them? I assumed so. Also, when they pop up into the bottom tiles I assumed that they were coming from underground or marching onto the city from the defiled fields around it. It would be nice to have some sfx/vfx indicating damage or the dead of said units. Also, I know its a really crude solution, but something like a command/status bar, just for saying outloud the last thing that happened (like "New undead have breached the ground from beneath your feet!") could help, and at the same time work as flavor text.
I encountered some bugs, and they were mainly about refreshing the power/life of a unit after picking itens and changing turns. Some units appeared to have a high power, until I picked up a new item with them. After that it kinda unfreezed and would display power/life accordingly.
Some ending/reward for beating the episode would be nice too, and add to the storyline, even if it is secondary to the casual gameplay (a panning pixelart panel could be a simple solution. I'm not sure but I think I saw a sunrise/sunset on the ground, on that final panel. Oh, and that's just an idea, I believe you have something in mind and don't want to be bothering you =P...)
Nice game, overall. I'll be playing it again when its ready! Cheers!
Very funny. good game/
Cool game,thanks for all.
Won first game but the rest afterwards all encountered an intermittent issue with the bell, freezing the game and preventing progression. The bell will be doling out chars but never exits(bell disappears but arrows remain) properly, though everything else(sound, toggle areas, etc) is fine during. Once this bug is squashed, I'd bump it up to a 4, from 3. Game's good as-is but further polish would make this "great".
So good so far!
This is a pre-release version of the game. There will be bugs and the balance is still very off. Please follow @slothwerks on Twitter for development updates.
unique blend of tile matching, deck building and RPG gameplay. Collect gold to bolster your ranks with powerful weapons, heroes, and items and defend your town from the enemy onslaught.
Mild Cartoon Violence
Mild Fantasy Violence
Mild Realistic Violence
Animated Bloodshed