Smart quirky little game design here. Cool blend of speed and strategy. Choice quote: “That shit’s fucking strategic right there”
These are cool. That is all.
Day 18 – IT’S ALIVE. Added a move counter and a goal (clear level 3 without running out of moves or units), and presto-change-o it’s an honest-to-goodness capital “G” Game. Even managed to get some light difficulty scaling between the three levels in there.
Remains to be seen how deep it is but it is certainly satisfying to play I think. Hoping to have a public/demo build up in the near future, so I can get some more direct feedback on what works and doesn’t.
Day 17 – Added monster spawners. At the start of each enemy turn, these will spawn additional enemies if they are unoccupied.
Day 16 – Added new enemy type: the Imp! Basically like the Orc but diagonal. Seems a little too samey, but we’ll see. Might give him 2 possible spaces of distance (but still diagonal).
Highest priority TODOs:
Goal level + turn counter/ (win+loss states)
Ladder/ranking system (holy cow this works so well in Auro by the way)
Day 15 – Bunch of subtle and large changes to unit movement and abilities. Added meta-game where once you beat the level, it will give you a new unit for each new floor, to encourage players to preserve their units.
Going to expand on the meta-game more later, but for now its enough to test units with. I want to hook up a counter that will tell me the average number of enemies each unit kills on a turn. (Will be a bit tricky for wizard refreshes but still possible).
At this point the game is pretty easy when you know what you’re doing, because it was important to me that the player units feel powerful and have the potential to make a lot of combos, so I’m going to need to add more enemy variety/enemy spawners next to ratchet the difficulty back up.