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Thank you for all the waiting! So here is the battle prototype v1.1 

Play here! 

There are some updates from the Patreon version, but I don't think we should prolong releases for something minor. Here is the list of changes:

-Change cell puzzle requirements for ally species

-Change default lives for both ally and enemy

-Change spawn timer count down

-UI added more detailed mouse over instruction

-UI added mouse over monsters' info

-UI redesigned cell puzzles

-UI two new animation for the remaining ally species

-Fixed an unintended way to activate puzzle combo

-Fixed puzzle unactivatable problem with overlapping conditions (eg 3 colors + 3 single nucleus)

-Fixed countering not working as intended

-Fixed no victory/defeat event for this prototype (score goes below 0)


For players who are first time trying it, have fun! And please feel free to share your thought~ In general, effects that require harsher conditions to unlock are more powerful. There will be exceptions of course. The species are hardcoded now for the prototype, but later on players should be able to customize their own fleet. Please note the stats and abilities of the monsters are not final and maybe subject to adjustment.



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Anonymous

card battle is a great idea,i love it,&if time for each turn can be paused or skipped,that would be better

nonoplayer

Hey thanks for playing! I am currently revisiting the battle mechanism, trying to capture what are the funnest parts of our decision making. Timer is indeed difficult to get right, but I still want the battle to be real-time. I am considering your idea though.

Anonymous

Don't really understand what is going on in game... =(

nonoplayer

Haha its okay, thank you for trying! So basically we are trying to spawn ally monsters to fight the enemies coming from the right. And to do that we use the cell puzzles at the bottom. The cell puzzles required to unlock an ally species can be view on the left, by mouse hovering over "Monsters". I will optimize the gameplay and UI continually. Thank you for the feedback really. Would love to hear more from you guys.

Anonymous

its really hard to understand the basic mechanics. of the game I've been at this for 2 hours i still don't understand the game a tutorial will make a huge difference but make it skip able for those who are alread experieced love the game though if i had money i would donate.

nonoplayer

Thank you for the feedback~ I agree, the gameplay is not intuitive. Though I think I got a better idea on a new design, simplified concept, while keeping the effects as core mechanism.

Your Best Friend

It's pretty good, a work in progress. The learning curve is a little steep but once you can start remembering what each combination spawns and what each unit does it becomes easier. My only issue is that some combinations overlap. Like I'll want to spawn the one that requires a green cell, but the only green cell I've available has a single circle in it so it spawns that one instead.

nonoplayer

I hear ya. I have been thinking of an alternative for spawning monsters, something that allows us to spawn what we want, yet restricts us to spawn only the most powerful. The battle gameplay is quite like Clash Royale, I have been trying for years to come up with mechanism that is original. I do think I have something, will illustrate it to show you guys soon.