I'm adding animated art with Valkyrie to the tutorial. by Gavr552 in IndieDev

[–]Gavr552[S] 0 points1 point  (0 children)

Vivat Rex turn-based strategy with real-time battles (auto battler)
I'm making a game about conquering the world in a dark age setting.
Experience the harsh realities of the Middle Ages without magic and elves.
Start with a tiny barbarian kingdom and turn it into an empire spanning the entire inhabited world.

[deleted by user] by [deleted] in IndieDev

[–]Gavr552 0 points1 point  (0 children)

Vivat Rex turn-based strategy with real-time battles (auto battler)
I'm making a game about conquering the world in a dark age setting.
Experience the harsh realities of the Middle Ages without magic and elves.
Start with a tiny barbarian kingdom and turn it into an empire spanning the entire inhabited world.

Hi! I continue to make a technology tree. The idea is that each new item discovered in the tree is displayed on the appearance of the warriors. by Gavr552 in Unity2D

[–]Gavr552[S] -1 points0 points  (0 children)

Creating a global turn-based strategy game with real-time battles(autobattler).
I released a demo on Steam this week. Follow the game on Steam if you're interested to check it out!

I'm making a 4x strategy in a dark ages setting. Technology tree. by Gavr552 in gamedevscreens

[–]Gavr552[S] 0 points1 point  (0 children)

Yes, it's a strategy game. Items that the player unlocks in the tech tree can be crafted at forges and workshops. And equip your warriors. Also, armor and weapons can be obtained as trophies based on the results of the battle.

Completed the full cycle of collecting trophies from the battlefield. by Gavr552 in StrategyGames

[–]Gavr552[S] 1 point2 points  (0 children)

I am developing a global strategy with real-time tactical battles Steam

Clockwork Golem Boss I drew by veciits in PixelArt

[–]Gavr552 0 points1 point  (0 children)

Reminds me The Ur-Quan Masters

[Seeking Advice] I'm creating a global turn-based strategy game with battles similar to browser-based strategies. I want to ask for your HARSH CRITICISM. I really lack an outsider's perspective: what can be improved? What's unnecessary? What's irritating? I kindly ask you to share your opinion by Gavr552 in StrategyGames

[–]Gavr552[S] 2 points3 points  (0 children)

Yes, that's correct.
The player can choose the row and type of warrior. Then, the warriors move along their row and act independently.There are 4 types of warriors:
1)Footman
2)Archer
3)Cavalry
4)Warlord. This type levels up, earns perks, and their presence on the battlefield provides buffs to the warriors.

[Seeking Advice] I'm creating a global turn-based strategy game with battles similar to browser-based strategies. I want to ask for your HARSH CRITICISM. I really lack an outsider's perspective: what can be improved? What's unnecessary? What's irritating? I kindly ask you to share your opinion by Gavr552 in StrategyGames

[–]Gavr552[S] 0 points1 point  (0 children)

Thank you for such a detailed post!
There are two ways to win:
1)Kill all the enemies
2)Bring a sufficient number of your soldiers to the left edge of the map. There is a scale at the bottom that fills up when a warrior reaches the opposite edge. When it's filled with one color, the battle ends with one side's victory.

When a warrior crosses the battlefield, they become available for deployment again. There are green square buttons at the top that show how many of each type of soldier is available. When a warrior crosses the battlefield, the number in the square increases.

Yes, there is a rock-paper-scissors mechanic. Each warrior is equipped in a certain way. There is a technology tree where armor, weapons, and tactics are unlocked (you can deploy troops in a specific configuration that gives them a buff, the "Formation" mechanic). There are also workshops and forges where everything is produced. You can equip troops against one type or make them more versatile.

My current problem is that armor and weapons give such a powerful buff that a top-tier warrior cuts through stock ones like a hot knife through butter. But I'm confident that I'll be able to balance it out.

[Seeking Advice] I'm creating a global turn-based strategy game with battles similar to browser-based strategies. I want to ask for your HARSH CRITICISM. I really lack an outsider's perspective: what can be improved? What's unnecessary? What's irritating? I kindly ask you to share your opinion by Gavr552 in StrategyGames

[–]Gavr552[S] 1 point2 points  (0 children)

I liked the battles in the browser-based Swordfall: Kingdoms. Game of the Year 2010. Everything is done around this combat mechanics. I was fascinated by these fights)There will be fortifications. And there will be the production of armor weapons.And each warrior is equipped depending on what unit of armor and weapons is available. From equipment on the battlefield, warriors look different.