Indie gamedev from Singapore. Currently working on a Tactics + deck-building game. Twitter: @yongjustyong
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Sigil of the Magi has a STEAM PAGE!
If you don’t already know, Sigil of the Magi is a game that combines turn-based tactical combat with roguelike deckbuilding. There’s no better way to understand the game than to try it out yourselves with the demo on steam.
I plan on updating the demo soon so there’ll be more to come!
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Introducing a new faction! These 3 has more...shadowy connections and dubious intentions. The Bounty-hunter, the Rogue and the Witch.
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Apologies for the lack of updates, I kinda just forgot about updating on social media (I have to say it’s a rather nice break).
Anyhow what you see above is the Archer’s ‘NOCKED AND READY’ skill, akin to the overwatch ability from X-com except that she will attack any and all enemies that come within range. Positioning your units right and luring enemies in is key to fully utilizing this skill!
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Working on more animation for the enemies. The Rock golem has two attacks, ranged and melee.
And here’s a batch of new enemies, just idling about.
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What is dead may never die. The undead will rise again and again until all fellow undead enemies have been defeated. That red number you see on the skeleton when it’s defeated is the number of turns left unit it revives itself.
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Another new enemy - the Rock Golem! The Rock golem has a passive ability that generates armor for the first attack of the turn that damages him. He’s a durable foe, he’s a rock after all :<
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I’ve been working hard on the game’s art assets. Here’s some of the spookier 👻 enemies for the late game area.
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Enemies with “Flying” passive ability are able to bypass obstacles which would otherwise block a unit’s path. Not only that they are also immune to tile effects such as the Poison shrooms seen here.
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Introducing a new tile effect - spikes! Spikes deal damage to any unit that comes into contact.
Some spikes are just blatantly out in the open whereas others need to be triggered by stepping onto switches. Use your skills to your advantage and you could even spring the spikes onto an enemy multiple times!
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More tile effects, this time featuring poison shrooms! ☠ These shrooms inflict poison onto that unit that comes into contact, even if they are just passing through.
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I’ve been meaning to add special “tile effects” to spice up the battlefield and create more tactical considerations.
What you see above is the bush, it grants any unit that occupies its tile 4 armor at the end of their turn. Of course this also applies to enemy units. Also it wiggles when any unit comes into contact lol.
Another is the puddle. Unlike the bush, the puddle is detrimental instead of beneficial. It inflicts vulnerable onto any unit that lands on its tile. Simply passing through it however is safe and has no effect.
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Power up!
Here you see the Knight uses ‘Inner Fire’, a skill that grant additional power (which increases both attack and armor) to himself. Just added some visual effects for the extra panache and to better communicate to players what’s happening.
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Been working on a new status effect - Poison! 🤢 Poison damage ignores armor and is dealt at the start of a new turn. Like the Bleed status, poison is stackable and reduces by 1 per turn. Be careful not to let all the poison attacks go towards one single unit or the damage will start racking up!
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Oh. did I mention there’s a Slay the Spire-esque relic system in my game? There’s a variety of relics that can grant your champions all kinds of advantage on the battlefield.
Some relics automatically provide some kind of passive advantage (for instance drawing 1 extra card every round) while others require you to do certain things to ‘activate’ them. Hovering over the relics let you see what they do and your current progress in activating them.
Oh, and if you don’t already know, the demo is out!
Try it here: https://yongjustyong.itch.io/sigil-of-the-magi-demo
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After working on this for more than a year I’ve finally put out a demo!! Check if out here: https://yongjustyong.itch.io/sigil-of-the-magi-demo
This is still an early demo build and nothing has been finalized yet. But I thought now would be a good time to gather some feedback and make sure I’m on the right track. So, please play it!
It would be easiest to reach me on Discord, or Twitter :)
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Making enemies with special behaviors. The bat there has the passive ability: ‘Elevated’. That means unlike grounded units, other units or obstructions will not hinder its movement. That’s why it can fly right pass the knight to strike at the archer.
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Continuing to work on status-effect; 'PROVOKED' makes the enemy unit targets the provoker instead of a more vulnerable unit. In this case the archer would have been the preferred target for the enemy because not only does she have the lowest health, she also has no armor.
Instead the provoked status means the slime WILL target the knight unless it is unable to. This is useful for protecting your weaker units and crowd control.
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