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Alex_Exnilo

6
Posts
A member registered Feb 03, 2023

Recent community posts

Nice concept mate,

It would be great to have the rotation control set on the mouse to be more reactive, quick and precise. Also it feels like some degres of inclination gives you the same speed, therefor it is a bit hard to control how fast you want to move your character. Hope it helps ! Again nice concept and keep it up strong.

Hello congratulation my friend

Your game calmed me down I needed more =)
few notes for you
- For the future make sure you have easier levels in between hard ones, otherwise at some point puzzles will become shores, like The Talos Principles 1.
- few animations would help a lot making this more dynamic ( water, leaves, trees moving etc )
- I would show both characters path in transparency when you click on one to set his path, that way you can plan you movements better and anticipate the other characters movement.
-Keep it up, this is a great little game.

Hello fellow dev,

This is currently too hard to play properly IMO. The translated buttons makes this too difficult to follow and the main issue here would be the UI / UX. this needs to be more clear before getting a good review.

Hi fellow dev !

Maybe having army movement could be great of at least orienting your units in a specific area.
It feels like a pure macro game for now where you need to spam units and workers.
To make it more strategic we need more units to have a counter system and some AOE damages.
Being able to queue unit would be amazing as of now it's a bit of hard work to keep all the buildings producing at the same time... like broodwar.
we need healthbar, a repair system for the main HQ.
Happy to see an RTS out mate, keep it up !


Hi fellow dev :)

-Would be nice to see the weapon a unit has. without having to fight just by clicking on it
-At some point I was in a house and archers could shoot through the walls, this breaks immersion a bit.
-The fact you can switch targets is not very clear
-Take care of the dialogues my friend. Those are crucial for immersion.
-Balance feels off. Sometimes it's way too easy sometimes way too hard and you cleaned in 2 turns.
shop should not take action if you want to enter / exit it. So maybe you cant move anymore but you should be able to in/off the merchant screen to double check what you need.
-Visiting house could give more surprises than healing.
-Not sure what gives me extra HP during a fight when I get hit ?
- Please make so we can skip the upgrades animations

Overall this is good thing but... it is for now too close to fire emblem, maybe you'll need new mechanics. You can get inspired by age of wonders 1 for this / advance wars
Forest, mountains, brickwall etc should give bonuses.
I would make sure you can click on the different choices and actions rather than scrolling / using arrow keys.

Good luck friend this is good stuff already.

Hello fellow developer !


Overall fun :

It is the beginning of something. This is  a good attempt for a training
Art/Graphics :
Style looks consistent but you need far more love on the main character to stand out a bit more.
Environment - Need to check the black and white thumbnails of concept art environment to understand how to bring back / forth elements in your landscape. Black tend to be more in front for closer elements, white for far ( atmospheric perspective )
Controls / UI

Decent it works, careful to put more emphasis on the hit effect, I did not understand I was getting hurt at firt. The shooting mechanic is buggy needs more work. Graphically it's alright and consistent.

Sound/Music

Go for something that has less presence if you do not have much experience in music, more subtle.

Keep it up !!