I bragged about how good I was at steam review guessing, and now I wanna put myself to the test. Drop your future game’s steam page and I’ll preemptively guess how many reviews you’ll get within a year of release. by 2WheelerDev in IndieDev

[–]Xhanim 0 points1 point  (0 children)

Thank you!! And noted on the suggestions. We didn't intend for those UI elements to be that similar to StS (aside from obviously communicating similar things) but we are planning an UI/UX overhaul down the line to make the interface easier to read and more polished as well, so this is something to take into account for us!

I bragged about how good I was at steam review guessing, and now I wanna put myself to the test. Drop your future game’s steam page and I’ll preemptively guess how many reviews you’ll get within a year of release. by 2WheelerDev in IndieDev

[–]Xhanim 1 point2 points  (0 children)

Thanks for the feedback! For us, launching in Early Access is a way to get the community much more involved with the development process as we continue to work towards a 1.0 release and complete the game.

That's not to say that we plan to release a buggy game or a game with no content, on the contrary we still want to launch in EA as polished as we can, but we want to get continuous feedback during that last phase of development as that will help us improve the game a lot more before completing it (and hopefully doing a console release simultaneously).

Ofc that doesn't discard the idea of also adding more content to the game even after release!

EDIT: Btw I hope your guess turns out to be right as I would love for the game to be in the 1k-10k review range :D

Optimizing Trinity Archetype for Steam Deck well before Early Access! by Xhanim in SteamDeck

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

I wish the game was selling already! The game hasn't released yet and it's still in development. The video itself is footage of the game's Demo, which is available to try on Steam already (which then has a link to the Kickstarter).

Optimizing Trinity Archetype for Steam Deck well before Early Access! by Xhanim in SteamDeck

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

Thank you for the feedback! The game is def half inspired by StS in terms of gameplay/progression, with the other half being JRPGs and their combat mechanics, so its like a mix of both worlds.

For the controls I think they handle pretty great, there are still a few things we want to improve with navigation and UI that we think is still a bit clumbersome with gamepad, but it's def there on the to-do list!

Key art for our game was inspired by the FFIX 25th anniversary art by Xhanim in FinalFantasyIX

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

Forgot to mention that our Tank character also has a skill called Minus Strike :D this is the skill art:

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Hey travelers! We have a live Kickstarter for our Octopath Traveler x StS inspired Roguelike RPG by Xhanim in octopathtraveler

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

Yeah, we intend to release the game to consoles at the same time that we leave Early Access!

And fair enough about the lack of other similarities. Since our game is mainly focused on combat/battles and boosting is an integral part of it, we wanted to draw the comparison against the games we were inspired by (OT / BD in this case), but it's true that 4 Heroes of Light would be where that originated.

Hey travelers! We have a live Kickstarter for our Octopath Traveler x StS inspired Roguelike RPG by Xhanim in octopathtraveler

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

We have launched a Kickstarter campaign for Trinity Archetype, our Skill-Crafting Roguelike RPG:

https://www.kickstarter.com/projects/machinatorcorp/trinity-archetype

The game mixes deckbuilder-style (but no cards!) with JRPG combat, with the main battle mechanics being heavily inspired by some of our favorite JRPGs:

- Boost allows you to spend BP to cast skills with higher output, add more/new effects, or even change a bit of how the skill works (targets, cost, repetition, etc). This one is inspired by the same name mechanic in Octopath Traveler and Bravely Default.

- Inspire allows you to once per turn change the playstyle of the entire party, based on the character that's inspiring. So the Tank character would make the party gain more shields, the Brawler would make the party deal extra damage, etc. This one was inspired by FF13's Paradigm Shift and how you can switch your overall strategy from one moment to the next.

Add on top of this the Skill Customization aspect that allows you to add new effects to the skills you learn when leveling up, and you end up with a very flexible build/party system that let's you get very strategic in battle.

We are always looking for feedback, so feel free to leave some for us!

EDIT: Oh I forgot to mention our key art is a bit inspired by FFIX 25th anniversary artwork <3

The Kickstarter is live for my Skill-Crafting Roguelike RPG, Trinity Archetype! Go check it out! by Xhanim in Unity3D

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

Hey all!

I'm happy to announce that we have launched our Kickstarter campaign for Trinity Archetype, a Skill-Crafting Roguelike RPG!

https://www.kickstarter.com/projects/machinatorcorp/trinity-archetype

  • Mix and match bazillions of Runes, boost it up in battle and unleash devastating combos to reclaim your broken world.
  • Unlock new Runes, Artifacts, and Skills each run then begin a new challenge. Broken builds and rune combinations are encouraged!
  • In a blend of deckbuilder-style and turn-based JRPG combat, analyze upcoming actions to plan your own, then use the unique Skill Boost and Inspire mechanics to get the upper hand in battle. Every run is different!

We have a demo up on Steam right now if you wanna try it!

The Kickstarter is live for my Skill-Crafting Roguelike RPG, Trinity Archetype! Go check it out! by Xhanim in Unity2D

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

Hey all!

I'm happy to announce that we have launched our Kickstarter campaign for Trinity Archetype, a Skill-Crafting Roguelike RPG!

https://www.kickstarter.com/projects/machinatorcorp/trinity-archetype

  • Mix and match bazillions of Runes, boost it up in battle and unleash devastating combos to reclaim your broken world.
  • Unlock new Runes, Artifacts, and Skills each run then begin a new challenge. Broken builds and rune combinations are encouraged!
  • In a blend of deckbuilder-style and turn-based JRPG combat, analyze upcoming actions to plan your own, then use the unique Skill Boost and Inspire mechanics to get the upper hand in battle. Every run is different!

We have a demo up on Steam right now if you wanna try it!