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As the game would progress, and perhaps from the start, some ability to prepare before enemies start showing up on screen would probably feel better than having to scramble your first units as waves are coming. This also opens up starting battles at higher levels rather than always slowly feeding in trash mobs to farm up for the better stuff (militia spears shouldn’t be present against a trained fortress army).
Soul jars would exist on a map to solve this, probably by some means of upgrading, and could be used to bring up some units right away, while still adhering to the idea of the units being soul bound. I should probably pause or delay this phase to allow the player to put those units into position.
Either way, something to play with as I decide how a battle should look as a game goes on.
#pixel art#pixel animation#gamedev#devlog#game design#Design thoughts#Gaming#indie gaming#game dev#indie game dev
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Testing the new death blossom spell. Rapidly raises enemy infection level, causing them to have a high chance of becoming zombies on death.
#game dev#pixel art#witch#fantasy#indie gaming#game design#pixel animation#indie game dev#indie dev#game development
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New spell. This one doesn’t deal much damage but will rapidly increase infection in targets in an AoE. Like normal zombie attacks, infection stacks add a chance to zombify enemy units no matter the attack that finishes them off.
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Added a tiny little bit of coyote time to make platforming a bit easier
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Im designing a puzzle game that lets the player complete puzzles in multiple different ways. Its all about being creative with problems and having fun ✌️
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baby secretary bird is being restrained after previous slopcidents (slopping incidents)
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Very very early prototype. My goal with my next game is to get people touching it ASAP and this is as soon as is possible. Let me know your high score if you do try it out! Free of course.
#game development#prototype#try this mega early prototype#I think its fun#indie dev#indie games#game dev#play my game#gamemaker
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Ghost unit for the player faction. Will be iffy to balance but right now my plan is that the summon is actually a large grave. She cannot be attacked directly but will die if the grave is destroyed. The grave will have an AOE and work like a sort of turret. Lastly, not sure but she may prioritize ranged units, as counter play for range heavy waves (usually what breaks my lines and overwhelms me). The fire is not the death animation but the attack.
#game dev#indie dev#game development#pixel art#pixel animation#gamedev#indie games#army builder#character design
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Berserker incoming. A bit more HP and the axe swings hit every target caught in the way. High priority, but the lack of armor should make them vulnerable to massed ranged.
#game dev#game development#pixel art#Prototype#unnamed necromancy game#indie dev#game design#pixel animation#fantasy art#character art
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Steam key art I was commissioned for the game "METAMORPHOSIS" by Luxan! (🎵 The Herald - Comus)
Check it out! https://store.steampowered.com/app/3470140/METAMORPHOSIS/
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Added in ranged for both sides now. Not immediately apparent here but you can now override units chasing a target, as long as they aren't engaged in melee. This allows ranged units to kite (I started recording after amassing this wall of curse throwers from doing so). Also has a temporary spawn scaling system (I haven't decided on meta-game, how armies might work in it etc). I probably should also put a layer de-saturation on the on the bodies (It gets harder to read when its in the 100s).
Also happy as initially I thought ranged only kiting might be too strong but I lose here as the enemies combined forces overwhelm. (1 thrower loses to 1 militia, but its more complicated as forces get bigger)
#indie dev#game development#game dev#pixel animation#pixel art#game design#indie games#indie game dev#undead#army builder#auto battler#maybe#less auto than others
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WIP dread vulture. Human for scale.
#game development#indie dev#pixel art#pixel animation#Vulture#skeleton#bird#bird skeleton#Gamedev#gaming
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Basic proof of concept coming along. I think I might have something here. End of the video is accidental performance test (basic test spawn system lowers enemy cooldown until it maxes out at one enemy per frame (60 enemies per second).
General Design Theory: The player can attack directly, but the mana cost typically outweighs your natural regeneration. Enemies drop souls which can be absorbed, restoring some mana AND increasing you maximum mana by a small amount (this effects regeneration positively).
OR, if one has enough mana, one can summon a unit on a soul, instead of absorbing it. Here, the basic skeletons are slightly better than the enemy militia, and two skeletons working together can easily net you more than they cost to summon, and also buy you time to regenerate mana naturally.
I added a second ranged variant to summoning that will lose a direct fight with a single militia, despite costing the same as the other skeleton, BUT, melee combat forces the target to engage the attacker. This means that combining both can be more effective, and is a proof of concept for units that do different things, rather than just unit 1 stats > unit 2 stats.
Right now you can issue orders at any time, but they will ignore them when fighting. I will likely adjust this so it means ONLY when they are engaged in melee, so ranged units can kite and chasing melee can be told to break off before they clash. Units have an AOE for detection, and can be placed more like tower defense and act autonomously, though the current enemies will usually keep charging the player tower unless someone is in their face/ ranged attacking them.
Long term, I think it would be interesting to allow summon focused and spell focused playstyles (usually hybrid), perhaps focusing on certain unit types with class buffs (skeleton HP up, zombie regen etc). I'm thinking for battles having 4 spell slots and 4 summon slots, but more isn't out of the question (depending on the meta game structure).
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